OpenGLRenderer.cpp revision 54c1a64d5441a964890b44280e4457e11f4f924a
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 "PathRenderer.h" 37#include "Properties.h" 38#include "Vector.h" 39 40namespace android { 41namespace uirenderer { 42 43/////////////////////////////////////////////////////////////////////////////// 44// Defines 45/////////////////////////////////////////////////////////////////////////////// 46 47#define RAD_TO_DEG (180.0f / 3.14159265f) 48#define MIN_ANGLE 0.001f 49 50#define ALPHA_THRESHOLD 0 51 52#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 53 54/////////////////////////////////////////////////////////////////////////////// 55// Globals 56/////////////////////////////////////////////////////////////////////////////// 57 58/** 59 * Structure mapping Skia xfermodes to OpenGL blending factors. 60 */ 61struct Blender { 62 SkXfermode::Mode mode; 63 GLenum src; 64 GLenum dst; 65}; // struct Blender 66 67// In this array, the index of each Blender equals the value of the first 68// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 69static const Blender gBlends[] = { 70 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 71 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 72 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 73 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 74 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 75 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 76 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 77 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 78 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 79 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 81 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 82 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 83 { SkXfermode::kMultiply_Mode, GL_ZERO, GL_SRC_COLOR }, 84 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 85}; 86 87// This array contains the swapped version of each SkXfermode. For instance 88// this array's SrcOver blending mode is actually DstOver. You can refer to 89// createLayer() for more information on the purpose of this array. 90static const Blender gBlendsSwap[] = { 91 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 92 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 93 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 94 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 95 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 96 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 97 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 98 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 99 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 100 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 101 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 102 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 103 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 104 { SkXfermode::kMultiply_Mode, GL_DST_COLOR, GL_ZERO }, 105 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 106}; 107 108/////////////////////////////////////////////////////////////////////////////// 109// Constructors/destructor 110/////////////////////////////////////////////////////////////////////////////// 111 112OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 113 mShader = NULL; 114 mColorFilter = NULL; 115 mHasShadow = false; 116 mHasDrawFilter = false; 117 118 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 119 120 mFirstSnapshot = new Snapshot; 121 122 mScissorOptimizationDisabled = false; 123} 124 125OpenGLRenderer::~OpenGLRenderer() { 126 // The context has already been destroyed at this point, do not call 127 // GL APIs. All GL state should be kept in Caches.h 128} 129 130void OpenGLRenderer::initProperties() { 131 char property[PROPERTY_VALUE_MAX]; 132 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 133 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 134 INIT_LOGD(" Scissor optimization %s", 135 mScissorOptimizationDisabled ? "disabled" : "enabled"); 136 } else { 137 INIT_LOGD(" Scissor optimization enabled"); 138 } 139} 140 141/////////////////////////////////////////////////////////////////////////////// 142// Setup 143/////////////////////////////////////////////////////////////////////////////// 144 145bool OpenGLRenderer::isDeferred() { 146 return false; 147} 148 149void OpenGLRenderer::setViewport(int width, int height) { 150 initViewport(width, height); 151 152 glDisable(GL_DITHER); 153 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 154 155 glEnableVertexAttribArray(Program::kBindingPosition); 156} 157 158void OpenGLRenderer::initViewport(int width, int height) { 159 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 160 161 mWidth = width; 162 mHeight = height; 163 164 mFirstSnapshot->height = height; 165 mFirstSnapshot->viewport.set(0, 0, width, height); 166} 167 168int OpenGLRenderer::prepare(bool opaque) { 169 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 170} 171 172int OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 173 mCaches.clearGarbage(); 174 175 mSnapshot = new Snapshot(mFirstSnapshot, 176 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 177 mSnapshot->fbo = getTargetFbo(); 178 mSaveCount = 1; 179 180 mSnapshot->setClip(left, top, right, bottom); 181 mDirtyClip = opaque; 182 183 updateLayers(); 184 185 // If we know that we are going to redraw the entire framebuffer, 186 // perform a discard to let the driver know we don't need to preserve 187 // the back buffer for this frame. 188 if (mCaches.extensions.hasDiscardFramebuffer() && 189 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 190 const GLenum attachments[] = { getTargetFbo() == 0 ? GL_COLOR_EXT : GL_COLOR_ATTACHMENT0 }; 191 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 192 } 193 194 syncState(); 195 196 // Functors break the tiling extension in pretty spectacular ways 197 // This ensures we don't use tiling when a functor is going to be 198 // invoked during the frame 199 mSuppressTiling = mCaches.hasRegisteredFunctors(); 200 201 mTilingSnapshot = mSnapshot; 202 startTiling(mTilingSnapshot, true); 203 204 debugOverdraw(true, true); 205 206 if (!opaque) { 207 mCaches.enableScissor(); 208 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 209 glClear(GL_COLOR_BUFFER_BIT); 210 return DrawGlInfo::kStatusDrew; 211 } else { 212 mCaches.resetScissor(); 213 } 214 215 return DrawGlInfo::kStatusDone; 216} 217 218void OpenGLRenderer::syncState() { 219 glViewport(0, 0, mWidth, mHeight); 220 221 if (mCaches.blend) { 222 glEnable(GL_BLEND); 223 } else { 224 glDisable(GL_BLEND); 225 } 226} 227 228void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 229 if (!mSuppressTiling) { 230 Rect* clip = mTilingSnapshot->clipRect; 231 if (s->flags & Snapshot::kFlagIsFboLayer) { 232 clip = s->clipRect; 233 } 234 235 mCaches.startTiling(clip->left, s->height - clip->bottom, 236 clip->right - clip->left, clip->bottom - clip->top, opaque); 237 } 238} 239 240void OpenGLRenderer::endTiling() { 241 if (!mSuppressTiling) mCaches.endTiling(); 242} 243 244void OpenGLRenderer::finish() { 245 renderOverdraw(); 246 endTiling(); 247 248 if (!suppressErrorChecks()) { 249#if DEBUG_OPENGL 250 GLenum status = GL_NO_ERROR; 251 while ((status = glGetError()) != GL_NO_ERROR) { 252 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 253 switch (status) { 254 case GL_INVALID_ENUM: 255 ALOGE(" GL_INVALID_ENUM"); 256 break; 257 case GL_INVALID_VALUE: 258 ALOGE(" GL_INVALID_VALUE"); 259 break; 260 case GL_INVALID_OPERATION: 261 ALOGE(" GL_INVALID_OPERATION"); 262 break; 263 case GL_OUT_OF_MEMORY: 264 ALOGE(" Out of memory!"); 265 break; 266 } 267 } 268#endif 269 270#if DEBUG_MEMORY_USAGE 271 mCaches.dumpMemoryUsage(); 272#else 273 if (mCaches.getDebugLevel() & kDebugMemory) { 274 mCaches.dumpMemoryUsage(); 275 } 276#endif 277 } 278} 279 280void OpenGLRenderer::interrupt() { 281 if (mCaches.currentProgram) { 282 if (mCaches.currentProgram->isInUse()) { 283 mCaches.currentProgram->remove(); 284 mCaches.currentProgram = NULL; 285 } 286 } 287 mCaches.unbindMeshBuffer(); 288 mCaches.unbindIndicesBuffer(); 289 mCaches.resetVertexPointers(); 290 mCaches.disbaleTexCoordsVertexArray(); 291 debugOverdraw(false, false); 292} 293 294void OpenGLRenderer::resume() { 295 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 296 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 297 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 298 debugOverdraw(true, false); 299 300 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 301 302 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 303 mCaches.enableScissor(); 304 mCaches.resetScissor(); 305 dirtyClip(); 306 307 mCaches.activeTexture(0); 308 309 mCaches.blend = true; 310 glEnable(GL_BLEND); 311 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 312 glBlendEquation(GL_FUNC_ADD); 313} 314 315void OpenGLRenderer::resumeAfterLayer() { 316 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 317 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 318 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 319 debugOverdraw(true, false); 320 321 mCaches.resetScissor(); 322 dirtyClip(); 323} 324 325void OpenGLRenderer::detachFunctor(Functor* functor) { 326 mFunctors.remove(functor); 327} 328 329void OpenGLRenderer::attachFunctor(Functor* functor) { 330 mFunctors.add(functor); 331} 332 333status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 334 status_t result = DrawGlInfo::kStatusDone; 335 size_t count = mFunctors.size(); 336 337 if (count > 0) { 338 SortedVector<Functor*> functors(mFunctors); 339 mFunctors.clear(); 340 341 DrawGlInfo info; 342 info.clipLeft = 0; 343 info.clipTop = 0; 344 info.clipRight = 0; 345 info.clipBottom = 0; 346 info.isLayer = false; 347 info.width = 0; 348 info.height = 0; 349 memset(info.transform, 0, sizeof(float) * 16); 350 351 for (size_t i = 0; i < count; i++) { 352 Functor* f = functors.itemAt(i); 353 result |= (*f)(DrawGlInfo::kModeProcess, &info); 354 355 if (result & DrawGlInfo::kStatusDraw) { 356 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 357 dirty.unionWith(localDirty); 358 } 359 360 if (result & DrawGlInfo::kStatusInvoke) { 361 mFunctors.add(f); 362 } 363 } 364 // protect against functors binding to other buffers 365 mCaches.unbindMeshBuffer(); 366 mCaches.unbindIndicesBuffer(); 367 mCaches.activeTexture(0); 368 } 369 370 return result; 371} 372 373status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 374 interrupt(); 375 detachFunctor(functor); 376 377 mCaches.enableScissor(); 378 if (mDirtyClip) { 379 setScissorFromClip(); 380 } 381 382 Rect clip(*mSnapshot->clipRect); 383 clip.snapToPixelBoundaries(); 384 385 // Since we don't know what the functor will draw, let's dirty 386 // tne entire clip region 387 if (hasLayer()) { 388 dirtyLayerUnchecked(clip, getRegion()); 389 } 390 391 DrawGlInfo info; 392 info.clipLeft = clip.left; 393 info.clipTop = clip.top; 394 info.clipRight = clip.right; 395 info.clipBottom = clip.bottom; 396 info.isLayer = hasLayer(); 397 info.width = getSnapshot()->viewport.getWidth(); 398 info.height = getSnapshot()->height; 399 getSnapshot()->transform->copyTo(&info.transform[0]); 400 401 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew; 402 403 if (result != DrawGlInfo::kStatusDone) { 404 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 405 dirty.unionWith(localDirty); 406 407 if (result & DrawGlInfo::kStatusInvoke) { 408 mFunctors.add(functor); 409 } 410 } 411 412 resume(); 413 return result; 414} 415 416/////////////////////////////////////////////////////////////////////////////// 417// Debug 418/////////////////////////////////////////////////////////////////////////////// 419 420void OpenGLRenderer::startMark(const char* name) const { 421 mCaches.startMark(0, name); 422} 423 424void OpenGLRenderer::endMark() const { 425 mCaches.endMark(); 426} 427 428void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 429 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 430 if (clear) { 431 mCaches.disableScissor(); 432 mCaches.stencil.clear(); 433 } 434 if (enable) { 435 mCaches.stencil.enableDebugWrite(); 436 } else { 437 mCaches.stencil.disable(); 438 } 439 } 440} 441 442void OpenGLRenderer::renderOverdraw() { 443 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 444 const Rect* clip = mTilingSnapshot->clipRect; 445 446 mCaches.enableScissor(); 447 mCaches.setScissor(clip->left, mTilingSnapshot->height - clip->bottom, 448 clip->right - clip->left, clip->bottom - clip->top); 449 450 mCaches.stencil.enableDebugTest(2); 451 drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode); 452 mCaches.stencil.enableDebugTest(3); 453 drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode); 454 mCaches.stencil.enableDebugTest(4); 455 drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode); 456 mCaches.stencil.enableDebugTest(4, true); 457 drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode); 458 mCaches.stencil.disable(); 459 } 460} 461 462/////////////////////////////////////////////////////////////////////////////// 463// Layers 464/////////////////////////////////////////////////////////////////////////////// 465 466bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 467 if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) { 468 OpenGLRenderer* renderer = layer->renderer; 469 Rect& dirty = layer->dirtyRect; 470 471 if (inFrame) { 472 endTiling(); 473 debugOverdraw(false, false); 474 } 475 476 renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight()); 477 renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend()); 478 renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren); 479 renderer->finish(); 480 481 if (inFrame) { 482 resumeAfterLayer(); 483 startTiling(mSnapshot); 484 } 485 486 dirty.setEmpty(); 487 layer->deferredUpdateScheduled = false; 488 layer->renderer = NULL; 489 layer->displayList = NULL; 490 491 return true; 492 } 493 494 return false; 495} 496 497void OpenGLRenderer::updateLayers() { 498 int count = mLayerUpdates.size(); 499 if (count > 0) { 500 startMark("Layer Updates"); 501 502 // Note: it is very important to update the layers in reverse order 503 for (int i = count - 1; i >= 0; i--) { 504 Layer* layer = mLayerUpdates.itemAt(i); 505 updateLayer(layer, false); 506 mCaches.resourceCache.decrementRefcount(layer); 507 } 508 mLayerUpdates.clear(); 509 510 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 511 endMark(); 512 } 513} 514 515void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 516 if (layer) { 517 mLayerUpdates.push_back(layer); 518 mCaches.resourceCache.incrementRefcount(layer); 519 } 520} 521 522void OpenGLRenderer::clearLayerUpdates() { 523 size_t count = mLayerUpdates.size(); 524 if (count > 0) { 525 mCaches.resourceCache.lock(); 526 for (size_t i = 0; i < count; i++) { 527 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 528 } 529 mCaches.resourceCache.unlock(); 530 mLayerUpdates.clear(); 531 } 532} 533 534/////////////////////////////////////////////////////////////////////////////// 535// State management 536/////////////////////////////////////////////////////////////////////////////// 537 538int OpenGLRenderer::getSaveCount() const { 539 return mSaveCount; 540} 541 542int OpenGLRenderer::save(int flags) { 543 return saveSnapshot(flags); 544} 545 546void OpenGLRenderer::restore() { 547 if (mSaveCount > 1) { 548 restoreSnapshot(); 549 } 550} 551 552void OpenGLRenderer::restoreToCount(int saveCount) { 553 if (saveCount < 1) saveCount = 1; 554 555 while (mSaveCount > saveCount) { 556 restoreSnapshot(); 557 } 558} 559 560int OpenGLRenderer::saveSnapshot(int flags) { 561 mSnapshot = new Snapshot(mSnapshot, flags); 562 return mSaveCount++; 563} 564 565bool OpenGLRenderer::restoreSnapshot() { 566 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 567 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 568 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 569 570 sp<Snapshot> current = mSnapshot; 571 sp<Snapshot> previous = mSnapshot->previous; 572 573 if (restoreOrtho) { 574 Rect& r = previous->viewport; 575 glViewport(r.left, r.top, r.right, r.bottom); 576 mOrthoMatrix.load(current->orthoMatrix); 577 } 578 579 mSaveCount--; 580 mSnapshot = previous; 581 582 if (restoreClip) { 583 dirtyClip(); 584 } 585 586 if (restoreLayer) { 587 composeLayer(current, previous); 588 } 589 590 return restoreClip; 591} 592 593/////////////////////////////////////////////////////////////////////////////// 594// Layers 595/////////////////////////////////////////////////////////////////////////////// 596 597int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 598 SkPaint* p, int flags) { 599 const GLuint previousFbo = mSnapshot->fbo; 600 const int count = saveSnapshot(flags); 601 602 if (!mSnapshot->isIgnored()) { 603 int alpha = 255; 604 SkXfermode::Mode mode; 605 606 if (p) { 607 alpha = p->getAlpha(); 608 mode = getXfermode(p->getXfermode()); 609 } else { 610 mode = SkXfermode::kSrcOver_Mode; 611 } 612 613 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 614 } 615 616 return count; 617} 618 619int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 620 int alpha, int flags) { 621 if (alpha >= 255) { 622 return saveLayer(left, top, right, bottom, NULL, flags); 623 } else { 624 SkPaint paint; 625 paint.setAlpha(alpha); 626 return saveLayer(left, top, right, bottom, &paint, flags); 627 } 628} 629 630/** 631 * Layers are viewed by Skia are slightly different than layers in image editing 632 * programs (for instance.) When a layer is created, previously created layers 633 * and the frame buffer still receive every drawing command. For instance, if a 634 * layer is created and a shape intersecting the bounds of the layers and the 635 * framebuffer is draw, the shape will be drawn on both (unless the layer was 636 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 637 * 638 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 639 * texture. Unfortunately, this is inefficient as it requires every primitive to 640 * be drawn n + 1 times, where n is the number of active layers. In practice this 641 * means, for every primitive: 642 * - Switch active frame buffer 643 * - Change viewport, clip and projection matrix 644 * - Issue the drawing 645 * 646 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 647 * To avoid this, layers are implemented in a different way here, at least in the 648 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 649 * is set. When this flag is set we can redirect all drawing operations into a 650 * single FBO. 651 * 652 * This implementation relies on the frame buffer being at least RGBA 8888. When 653 * a layer is created, only a texture is created, not an FBO. The content of the 654 * frame buffer contained within the layer's bounds is copied into this texture 655 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 656 * buffer and drawing continues as normal. This technique therefore treats the 657 * frame buffer as a scratch buffer for the layers. 658 * 659 * To compose the layers back onto the frame buffer, each layer texture 660 * (containing the original frame buffer data) is drawn as a simple quad over 661 * the frame buffer. The trick is that the quad is set as the composition 662 * destination in the blending equation, and the frame buffer becomes the source 663 * of the composition. 664 * 665 * Drawing layers with an alpha value requires an extra step before composition. 666 * An empty quad is drawn over the layer's region in the frame buffer. This quad 667 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 668 * quad is used to multiply the colors in the frame buffer. This is achieved by 669 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 670 * GL_ZERO, GL_SRC_ALPHA. 671 * 672 * Because glCopyTexImage2D() can be slow, an alternative implementation might 673 * be use to draw a single clipped layer. The implementation described above 674 * is correct in every case. 675 * 676 * (1) The frame buffer is actually not cleared right away. To allow the GPU 677 * to potentially optimize series of calls to glCopyTexImage2D, the frame 678 * buffer is left untouched until the first drawing operation. Only when 679 * something actually gets drawn are the layers regions cleared. 680 */ 681bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 682 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 683 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 684 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 685 686 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 687 688 // Window coordinates of the layer 689 Rect clip; 690 Rect bounds(left, top, right, bottom); 691 Rect untransformedBounds(bounds); 692 mSnapshot->transform->mapRect(bounds); 693 694 // Layers only make sense if they are in the framebuffer's bounds 695 if (bounds.intersect(*mSnapshot->clipRect)) { 696 // We cannot work with sub-pixels in this case 697 bounds.snapToPixelBoundaries(); 698 699 // When the layer is not an FBO, we may use glCopyTexImage so we 700 // need to make sure the layer does not extend outside the bounds 701 // of the framebuffer 702 if (!bounds.intersect(mSnapshot->previous->viewport)) { 703 bounds.setEmpty(); 704 } else if (fboLayer) { 705 clip.set(bounds); 706 mat4 inverse; 707 inverse.loadInverse(*mSnapshot->transform); 708 inverse.mapRect(clip); 709 clip.snapToPixelBoundaries(); 710 if (clip.intersect(untransformedBounds)) { 711 clip.translate(-left, -top); 712 bounds.set(untransformedBounds); 713 } else { 714 clip.setEmpty(); 715 } 716 } 717 } else { 718 bounds.setEmpty(); 719 } 720 721 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 722 bounds.getHeight() > mCaches.maxTextureSize || 723 (fboLayer && clip.isEmpty())) { 724 mSnapshot->empty = fboLayer; 725 } else { 726 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 727 } 728 729 // Bail out if we won't draw in this snapshot 730 if (mSnapshot->invisible || mSnapshot->empty) { 731 return false; 732 } 733 734 mCaches.activeTexture(0); 735 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 736 if (!layer) { 737 return false; 738 } 739 740 layer->setAlpha(alpha, mode); 741 layer->layer.set(bounds); 742 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 743 bounds.getWidth() / float(layer->getWidth()), 0.0f); 744 layer->setColorFilter(mColorFilter); 745 layer->setBlend(true); 746 747 // Save the layer in the snapshot 748 mSnapshot->flags |= Snapshot::kFlagIsLayer; 749 mSnapshot->layer = layer; 750 751 if (fboLayer) { 752 return createFboLayer(layer, bounds, clip, previousFbo); 753 } else { 754 // Copy the framebuffer into the layer 755 layer->bindTexture(); 756 if (!bounds.isEmpty()) { 757 if (layer->isEmpty()) { 758 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 759 bounds.left, mSnapshot->height - bounds.bottom, 760 layer->getWidth(), layer->getHeight(), 0); 761 layer->setEmpty(false); 762 } else { 763 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 764 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 765 } 766 767 // Enqueue the buffer coordinates to clear the corresponding region later 768 mLayers.push(new Rect(bounds)); 769 } 770 } 771 772 return true; 773} 774 775bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 776 layer->setFbo(mCaches.fboCache.get()); 777 778 mSnapshot->region = &mSnapshot->layer->region; 779 mSnapshot->flags |= Snapshot::kFlagFboTarget; 780 781 mSnapshot->flags |= Snapshot::kFlagIsFboLayer; 782 mSnapshot->fbo = layer->getFbo(); 783 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 784 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 785 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 786 mSnapshot->height = bounds.getHeight(); 787 mSnapshot->flags |= Snapshot::kFlagDirtyOrtho; 788 mSnapshot->orthoMatrix.load(mOrthoMatrix); 789 790 endTiling(); 791 debugOverdraw(false, false); 792 // Bind texture to FBO 793 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 794 layer->bindTexture(); 795 796 // Initialize the texture if needed 797 if (layer->isEmpty()) { 798 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 799 layer->setEmpty(false); 800 } 801 802 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 803 layer->getTexture(), 0); 804 805 startTiling(mSnapshot); 806 807 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 808 mCaches.enableScissor(); 809 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 810 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 811 glClear(GL_COLOR_BUFFER_BIT); 812 813 dirtyClip(); 814 815 // Change the ortho projection 816 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 817 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 818 819 return true; 820} 821 822/** 823 * Read the documentation of createLayer() before doing anything in this method. 824 */ 825void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 826 if (!current->layer) { 827 ALOGE("Attempting to compose a layer that does not exist"); 828 return; 829 } 830 831 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 832 833 if (fboLayer) { 834 endTiling(); 835 836 // Detach the texture from the FBO 837 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 838 // Unbind current FBO and restore previous one 839 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 840 debugOverdraw(true, false); 841 842 startTiling(previous); 843 } 844 845 Layer* layer = current->layer; 846 const Rect& rect = layer->layer; 847 848 if (!fboLayer && layer->getAlpha() < 255) { 849 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 850 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 851 // Required below, composeLayerRect() will divide by 255 852 layer->setAlpha(255); 853 } 854 855 mCaches.unbindMeshBuffer(); 856 857 mCaches.activeTexture(0); 858 859 // When the layer is stored in an FBO, we can save a bit of fillrate by 860 // drawing only the dirty region 861 if (fboLayer) { 862 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 863 if (layer->getColorFilter()) { 864 setupColorFilter(layer->getColorFilter()); 865 } 866 composeLayerRegion(layer, rect); 867 if (layer->getColorFilter()) { 868 resetColorFilter(); 869 } 870 } else if (!rect.isEmpty()) { 871 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 872 composeLayerRect(layer, rect, true); 873 } 874 875 if (fboLayer) { 876 // Note: No need to use glDiscardFramebufferEXT() since we never 877 // create/compose layers that are not on screen with this 878 // code path 879 // See LayerRenderer::destroyLayer(Layer*) 880 881 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 882 mCaches.fboCache.put(current->fbo); 883 layer->setFbo(0); 884 } 885 886 dirtyClip(); 887 888 // Failing to add the layer to the cache should happen only if the layer is too large 889 if (!mCaches.layerCache.put(layer)) { 890 LAYER_LOGD("Deleting layer"); 891 Caches::getInstance().resourceCache.decrementRefcount(layer); 892 } 893} 894 895void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 896 float alpha = layer->getAlpha() / 255.0f; 897 898 mat4& transform = layer->getTransform(); 899 if (!transform.isIdentity()) { 900 save(0); 901 mSnapshot->transform->multiply(transform); 902 } 903 904 setupDraw(); 905 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 906 setupDrawWithTexture(); 907 } else { 908 setupDrawWithExternalTexture(); 909 } 910 setupDrawTextureTransform(); 911 setupDrawColor(alpha, alpha, alpha, alpha); 912 setupDrawColorFilter(); 913 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 914 setupDrawProgram(); 915 setupDrawPureColorUniforms(); 916 setupDrawColorFilterUniforms(); 917 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 918 setupDrawTexture(layer->getTexture()); 919 } else { 920 setupDrawExternalTexture(layer->getTexture()); 921 } 922 if (mSnapshot->transform->isPureTranslate() && 923 layer->getWidth() == (uint32_t) rect.getWidth() && 924 layer->getHeight() == (uint32_t) rect.getHeight()) { 925 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 926 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 927 928 layer->setFilter(GL_NEAREST); 929 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 930 } else { 931 layer->setFilter(GL_LINEAR); 932 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 933 } 934 setupDrawTextureTransformUniforms(layer->getTexTransform()); 935 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 936 937 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 938 939 finishDrawTexture(); 940 941 if (!transform.isIdentity()) { 942 restore(); 943 } 944} 945 946void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 947 if (!layer->isTextureLayer()) { 948 const Rect& texCoords = layer->texCoords; 949 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 950 texCoords.right, texCoords.bottom); 951 952 float x = rect.left; 953 float y = rect.top; 954 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 955 layer->getWidth() == (uint32_t) rect.getWidth() && 956 layer->getHeight() == (uint32_t) rect.getHeight(); 957 958 if (simpleTransform) { 959 // When we're swapping, the layer is already in screen coordinates 960 if (!swap) { 961 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 962 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 963 } 964 965 layer->setFilter(GL_NEAREST, true); 966 } else { 967 layer->setFilter(GL_LINEAR, true); 968 } 969 970 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 971 layer->getTexture(), layer->getAlpha() / 255.0f, 972 layer->getMode(), layer->isBlend(), 973 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 974 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 975 976 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 977 } else { 978 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 979 drawTextureLayer(layer, rect); 980 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 981 } 982} 983 984void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 985 if (layer->region.isRect()) { 986 layer->setRegionAsRect(); 987 988 composeLayerRect(layer, layer->regionRect); 989 990 layer->region.clear(); 991 return; 992 } 993 994 // TODO: See LayerRenderer.cpp::generateMesh() for important 995 // information about this implementation 996 if (CC_LIKELY(!layer->region.isEmpty())) { 997 size_t count; 998 const android::Rect* rects = layer->region.getArray(&count); 999 1000 const float alpha = layer->getAlpha() / 255.0f; 1001 const float texX = 1.0f / float(layer->getWidth()); 1002 const float texY = 1.0f / float(layer->getHeight()); 1003 const float height = rect.getHeight(); 1004 1005 TextureVertex* mesh = mCaches.getRegionMesh(); 1006 GLsizei numQuads = 0; 1007 1008 setupDraw(); 1009 setupDrawWithTexture(); 1010 setupDrawColor(alpha, alpha, alpha, alpha); 1011 setupDrawColorFilter(); 1012 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1013 setupDrawProgram(); 1014 setupDrawDirtyRegionsDisabled(); 1015 setupDrawPureColorUniforms(); 1016 setupDrawColorFilterUniforms(); 1017 setupDrawTexture(layer->getTexture()); 1018 if (mSnapshot->transform->isPureTranslate()) { 1019 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 1020 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 1021 1022 layer->setFilter(GL_NEAREST); 1023 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1024 } else { 1025 layer->setFilter(GL_LINEAR); 1026 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1027 } 1028 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 1029 1030 for (size_t i = 0; i < count; i++) { 1031 const android::Rect* r = &rects[i]; 1032 1033 const float u1 = r->left * texX; 1034 const float v1 = (height - r->top) * texY; 1035 const float u2 = r->right * texX; 1036 const float v2 = (height - r->bottom) * texY; 1037 1038 // TODO: Reject quads outside of the clip 1039 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1040 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1041 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1042 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1043 1044 numQuads++; 1045 1046 if (numQuads >= REGION_MESH_QUAD_COUNT) { 1047 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 1048 numQuads = 0; 1049 mesh = mCaches.getRegionMesh(); 1050 } 1051 } 1052 1053 if (numQuads > 0) { 1054 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 1055 } 1056 1057 finishDrawTexture(); 1058 1059#if DEBUG_LAYERS_AS_REGIONS 1060 drawRegionRects(layer->region); 1061#endif 1062 1063 layer->region.clear(); 1064 } 1065} 1066 1067void OpenGLRenderer::drawRegionRects(const Region& region) { 1068#if DEBUG_LAYERS_AS_REGIONS 1069 size_t count; 1070 const android::Rect* rects = region.getArray(&count); 1071 1072 uint32_t colors[] = { 1073 0x7fff0000, 0x7f00ff00, 1074 0x7f0000ff, 0x7fff00ff, 1075 }; 1076 1077 int offset = 0; 1078 int32_t top = rects[0].top; 1079 1080 for (size_t i = 0; i < count; i++) { 1081 if (top != rects[i].top) { 1082 offset ^= 0x2; 1083 top = rects[i].top; 1084 } 1085 1086 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1087 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1088 SkXfermode::kSrcOver_Mode); 1089 } 1090#endif 1091} 1092 1093void OpenGLRenderer::dirtyLayer(const float left, const float top, 1094 const float right, const float bottom, const mat4 transform) { 1095 if (hasLayer()) { 1096 Rect bounds(left, top, right, bottom); 1097 transform.mapRect(bounds); 1098 dirtyLayerUnchecked(bounds, getRegion()); 1099 } 1100} 1101 1102void OpenGLRenderer::dirtyLayer(const float left, const float top, 1103 const float right, const float bottom) { 1104 if (hasLayer()) { 1105 Rect bounds(left, top, right, bottom); 1106 dirtyLayerUnchecked(bounds, getRegion()); 1107 } 1108} 1109 1110void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1111 if (bounds.intersect(*mSnapshot->clipRect)) { 1112 bounds.snapToPixelBoundaries(); 1113 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1114 if (!dirty.isEmpty()) { 1115 region->orSelf(dirty); 1116 } 1117 } 1118} 1119 1120void OpenGLRenderer::clearLayerRegions() { 1121 const size_t count = mLayers.size(); 1122 if (count == 0) return; 1123 1124 if (!mSnapshot->isIgnored()) { 1125 // Doing several glScissor/glClear here can negatively impact 1126 // GPUs with a tiler architecture, instead we draw quads with 1127 // the Clear blending mode 1128 1129 // The list contains bounds that have already been clipped 1130 // against their initial clip rect, and the current clip 1131 // is likely different so we need to disable clipping here 1132 bool scissorChanged = mCaches.disableScissor(); 1133 1134 Vertex mesh[count * 6]; 1135 Vertex* vertex = mesh; 1136 1137 for (uint32_t i = 0; i < count; i++) { 1138 Rect* bounds = mLayers.itemAt(i); 1139 1140 Vertex::set(vertex++, bounds->left, bounds->bottom); 1141 Vertex::set(vertex++, bounds->left, bounds->top); 1142 Vertex::set(vertex++, bounds->right, bounds->top); 1143 Vertex::set(vertex++, bounds->left, bounds->bottom); 1144 Vertex::set(vertex++, bounds->right, bounds->top); 1145 Vertex::set(vertex++, bounds->right, bounds->bottom); 1146 1147 delete bounds; 1148 } 1149 1150 setupDraw(false); 1151 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1152 setupDrawBlending(true, SkXfermode::kClear_Mode); 1153 setupDrawProgram(); 1154 setupDrawPureColorUniforms(); 1155 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1156 setupDrawVertices(&mesh[0].position[0]); 1157 1158 glDrawArrays(GL_TRIANGLES, 0, count * 6); 1159 1160 if (scissorChanged) mCaches.enableScissor(); 1161 } else { 1162 for (uint32_t i = 0; i < count; i++) { 1163 delete mLayers.itemAt(i); 1164 } 1165 } 1166 1167 mLayers.clear(); 1168} 1169 1170/////////////////////////////////////////////////////////////////////////////// 1171// Transforms 1172/////////////////////////////////////////////////////////////////////////////// 1173 1174void OpenGLRenderer::translate(float dx, float dy) { 1175 mSnapshot->transform->translate(dx, dy, 0.0f); 1176} 1177 1178void OpenGLRenderer::rotate(float degrees) { 1179 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 1180} 1181 1182void OpenGLRenderer::scale(float sx, float sy) { 1183 mSnapshot->transform->scale(sx, sy, 1.0f); 1184} 1185 1186void OpenGLRenderer::skew(float sx, float sy) { 1187 mSnapshot->transform->skew(sx, sy); 1188} 1189 1190void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1191 if (matrix) { 1192 mSnapshot->transform->load(*matrix); 1193 } else { 1194 mSnapshot->transform->loadIdentity(); 1195 } 1196} 1197 1198void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1199 mSnapshot->transform->copyTo(*matrix); 1200} 1201 1202void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1203 SkMatrix transform; 1204 mSnapshot->transform->copyTo(transform); 1205 transform.preConcat(*matrix); 1206 mSnapshot->transform->load(transform); 1207} 1208 1209/////////////////////////////////////////////////////////////////////////////// 1210// Clipping 1211/////////////////////////////////////////////////////////////////////////////// 1212 1213void OpenGLRenderer::setScissorFromClip() { 1214 Rect clip(*mSnapshot->clipRect); 1215 clip.snapToPixelBoundaries(); 1216 1217 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1218 clip.getWidth(), clip.getHeight())) { 1219 mDirtyClip = false; 1220 } 1221} 1222 1223const Rect& OpenGLRenderer::getClipBounds() { 1224 return mSnapshot->getLocalClip(); 1225} 1226 1227bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) { 1228 if (mSnapshot->isIgnored()) { 1229 return true; 1230 } 1231 1232 Rect r(left, top, right, bottom); 1233 mSnapshot->transform->mapRect(r); 1234 r.snapToPixelBoundaries(); 1235 1236 Rect clipRect(*mSnapshot->clipRect); 1237 clipRect.snapToPixelBoundaries(); 1238 1239 return !clipRect.intersects(r); 1240} 1241 1242bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1243 Rect& transformed, Rect& clip) { 1244 if (mSnapshot->isIgnored()) { 1245 return true; 1246 } 1247 1248 transformed.set(left, top, right, bottom); 1249 mSnapshot->transform->mapRect(transformed); 1250 transformed.snapToPixelBoundaries(); 1251 1252 clip.set(*mSnapshot->clipRect); 1253 clip.snapToPixelBoundaries(); 1254 1255 return !clip.intersects(transformed); 1256} 1257 1258bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1259 if (mSnapshot->isIgnored()) { 1260 return true; 1261 } 1262 1263 Rect r(left, top, right, bottom); 1264 mSnapshot->transform->mapRect(r); 1265 r.snapToPixelBoundaries(); 1266 1267 Rect clipRect(*mSnapshot->clipRect); 1268 clipRect.snapToPixelBoundaries(); 1269 1270 bool rejected = !clipRect.intersects(r); 1271 if (!isDeferred() && !rejected) { 1272 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r)); 1273 } 1274 1275 return rejected; 1276} 1277 1278bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1279 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1280 if (clipped) { 1281 dirtyClip(); 1282 } 1283 return !mSnapshot->clipRect->isEmpty(); 1284} 1285 1286Rect* OpenGLRenderer::getClipRect() { 1287 return mSnapshot->clipRect; 1288} 1289 1290/////////////////////////////////////////////////////////////////////////////// 1291// Drawing commands 1292/////////////////////////////////////////////////////////////////////////////// 1293 1294void OpenGLRenderer::setupDraw(bool clear) { 1295 // TODO: It would be best if we could do this before quickReject() 1296 // changes the scissor test state 1297 if (clear) clearLayerRegions(); 1298 if (mDirtyClip) { 1299 setScissorFromClip(); 1300 } 1301 mDescription.reset(); 1302 mSetShaderColor = false; 1303 mColorSet = false; 1304 mColorA = mColorR = mColorG = mColorB = 0.0f; 1305 mTextureUnit = 0; 1306 mTrackDirtyRegions = true; 1307} 1308 1309void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1310 mDescription.hasTexture = true; 1311 mDescription.hasAlpha8Texture = isAlpha8; 1312} 1313 1314void OpenGLRenderer::setupDrawWithExternalTexture() { 1315 mDescription.hasExternalTexture = true; 1316} 1317 1318void OpenGLRenderer::setupDrawNoTexture() { 1319 mCaches.disbaleTexCoordsVertexArray(); 1320} 1321 1322void OpenGLRenderer::setupDrawAA() { 1323 mDescription.isAA = true; 1324} 1325 1326void OpenGLRenderer::setupDrawVertexShape() { 1327 mDescription.isVertexShape = true; 1328} 1329 1330void OpenGLRenderer::setupDrawPoint(float pointSize) { 1331 mDescription.isPoint = true; 1332 mDescription.pointSize = pointSize; 1333} 1334 1335void OpenGLRenderer::setupDrawColor(int color) { 1336 setupDrawColor(color, (color >> 24) & 0xFF); 1337} 1338 1339void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1340 mColorA = alpha / 255.0f; 1341 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1342 // the rgb values by a instead of also dividing by 255 1343 const float a = mColorA / 255.0f; 1344 mColorR = a * ((color >> 16) & 0xFF); 1345 mColorG = a * ((color >> 8) & 0xFF); 1346 mColorB = a * ((color ) & 0xFF); 1347 mColorSet = true; 1348 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1349} 1350 1351void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1352 mColorA = alpha / 255.0f; 1353 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1354 // the rgb values by a instead of also dividing by 255 1355 const float a = mColorA / 255.0f; 1356 mColorR = a * ((color >> 16) & 0xFF); 1357 mColorG = a * ((color >> 8) & 0xFF); 1358 mColorB = a * ((color ) & 0xFF); 1359 mColorSet = true; 1360 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1361} 1362 1363void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1364 mCaches.fontRenderer->describe(mDescription, paint); 1365} 1366 1367void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1368 mColorA = a; 1369 mColorR = r; 1370 mColorG = g; 1371 mColorB = b; 1372 mColorSet = true; 1373 mSetShaderColor = mDescription.setColor(r, g, b, a); 1374} 1375 1376void OpenGLRenderer::setupDrawShader() { 1377 if (mShader) { 1378 mShader->describe(mDescription, mCaches.extensions); 1379 } 1380} 1381 1382void OpenGLRenderer::setupDrawColorFilter() { 1383 if (mColorFilter) { 1384 mColorFilter->describe(mDescription, mCaches.extensions); 1385 } 1386} 1387 1388void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1389 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1390 mColorA = 1.0f; 1391 mColorR = mColorG = mColorB = 0.0f; 1392 mSetShaderColor = mDescription.modulate = true; 1393 } 1394} 1395 1396void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1397 // When the blending mode is kClear_Mode, we need to use a modulate color 1398 // argb=1,0,0,0 1399 accountForClear(mode); 1400 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1401 mDescription, swapSrcDst); 1402} 1403 1404void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1405 // When the blending mode is kClear_Mode, we need to use a modulate color 1406 // argb=1,0,0,0 1407 accountForClear(mode); 1408 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()) || 1409 (mColorFilter && mColorFilter->blend()), mode, mDescription, swapSrcDst); 1410} 1411 1412void OpenGLRenderer::setupDrawProgram() { 1413 useProgram(mCaches.programCache.get(mDescription)); 1414} 1415 1416void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1417 mTrackDirtyRegions = false; 1418} 1419 1420void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1421 bool ignoreTransform) { 1422 mModelView.loadTranslate(left, top, 0.0f); 1423 if (!ignoreTransform) { 1424 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1425 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1426 } else { 1427 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1428 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1429 } 1430} 1431 1432void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1433 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1434} 1435 1436void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1437 bool ignoreTransform, bool ignoreModelView) { 1438 if (!ignoreModelView) { 1439 mModelView.loadTranslate(left, top, 0.0f); 1440 mModelView.scale(right - left, bottom - top, 1.0f); 1441 } else { 1442 mModelView.loadIdentity(); 1443 } 1444 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1445 if (!ignoreTransform) { 1446 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1447 if (mTrackDirtyRegions && dirty) { 1448 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1449 } 1450 } else { 1451 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1452 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1453 } 1454} 1455 1456void OpenGLRenderer::setupDrawPointUniforms() { 1457 int slot = mCaches.currentProgram->getUniform("pointSize"); 1458 glUniform1f(slot, mDescription.pointSize); 1459} 1460 1461void OpenGLRenderer::setupDrawColorUniforms() { 1462 if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) { 1463 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1464 } 1465} 1466 1467void OpenGLRenderer::setupDrawPureColorUniforms() { 1468 if (mSetShaderColor) { 1469 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1470 } 1471} 1472 1473void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1474 if (mShader) { 1475 if (ignoreTransform) { 1476 mModelView.loadInverse(*mSnapshot->transform); 1477 } 1478 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1479 } 1480} 1481 1482void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1483 if (mShader) { 1484 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1485 } 1486} 1487 1488void OpenGLRenderer::setupDrawColorFilterUniforms() { 1489 if (mColorFilter) { 1490 mColorFilter->setupProgram(mCaches.currentProgram); 1491 } 1492} 1493 1494void OpenGLRenderer::setupDrawTextGammaUniforms() { 1495 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1496} 1497 1498void OpenGLRenderer::setupDrawSimpleMesh() { 1499 bool force = mCaches.bindMeshBuffer(); 1500 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0); 1501 mCaches.unbindIndicesBuffer(); 1502} 1503 1504void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1505 bindTexture(texture); 1506 mTextureUnit++; 1507 mCaches.enableTexCoordsVertexArray(); 1508} 1509 1510void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1511 bindExternalTexture(texture); 1512 mTextureUnit++; 1513 mCaches.enableTexCoordsVertexArray(); 1514} 1515 1516void OpenGLRenderer::setupDrawTextureTransform() { 1517 mDescription.hasTextureTransform = true; 1518} 1519 1520void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1521 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1522 GL_FALSE, &transform.data[0]); 1523} 1524 1525void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1526 bool force = false; 1527 if (!vertices) { 1528 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1529 } else { 1530 force = mCaches.unbindMeshBuffer(); 1531 } 1532 1533 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1534 if (mCaches.currentProgram->texCoords >= 0) { 1535 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1536 } 1537 1538 mCaches.unbindIndicesBuffer(); 1539} 1540 1541void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1542 bool force = mCaches.unbindMeshBuffer(); 1543 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1544 if (mCaches.currentProgram->texCoords >= 0) { 1545 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1546 } 1547} 1548 1549void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1550 bool force = mCaches.unbindMeshBuffer(); 1551 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1552 vertices, gVertexStride); 1553 mCaches.unbindIndicesBuffer(); 1554} 1555 1556/** 1557 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1558 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1559 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1560 * attributes (one per vertex) are values from zero to one that tells the fragment 1561 * shader where the fragment is in relation to the line width/length overall; these values are 1562 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1563 * region of the line. 1564 * Note that we only pass down the width values in this setup function. The length coordinates 1565 * are set up for each individual segment. 1566 */ 1567void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1568 GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) { 1569 bool force = mCaches.unbindMeshBuffer(); 1570 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1571 vertices, gAAVertexStride); 1572 mCaches.resetTexCoordsVertexPointer(); 1573 mCaches.unbindIndicesBuffer(); 1574 1575 widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1576 glEnableVertexAttribArray(widthSlot); 1577 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1578 1579 lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1580 glEnableVertexAttribArray(lengthSlot); 1581 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1582 1583 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1584 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1585} 1586 1587void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) { 1588 glDisableVertexAttribArray(widthSlot); 1589 glDisableVertexAttribArray(lengthSlot); 1590} 1591 1592void OpenGLRenderer::finishDrawTexture() { 1593} 1594 1595/////////////////////////////////////////////////////////////////////////////// 1596// Drawing 1597/////////////////////////////////////////////////////////////////////////////// 1598 1599status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, 1600 Rect& dirty, int32_t flags, uint32_t level) { 1601 1602 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1603 // will be performed by the display list itself 1604 if (displayList && displayList->isRenderable()) { 1605 return displayList->replay(*this, dirty, flags, level); 1606 } 1607 1608 return DrawGlInfo::kStatusDone; 1609} 1610 1611void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1612 if (displayList) { 1613 displayList->output(*this, level); 1614 } 1615} 1616 1617void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1618 int alpha; 1619 SkXfermode::Mode mode; 1620 getAlphaAndMode(paint, &alpha, &mode); 1621 1622 float x = left; 1623 float y = top; 1624 1625 GLenum filter = GL_LINEAR; 1626 bool ignoreTransform = false; 1627 if (mSnapshot->transform->isPureTranslate()) { 1628 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1629 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1630 ignoreTransform = true; 1631 filter = GL_NEAREST; 1632 } else { 1633 filter = FILTER(paint); 1634 } 1635 1636 setupDraw(); 1637 setupDrawWithTexture(true); 1638 if (paint) { 1639 setupDrawAlpha8Color(paint->getColor(), alpha); 1640 } 1641 setupDrawColorFilter(); 1642 setupDrawShader(); 1643 setupDrawBlending(true, mode); 1644 setupDrawProgram(); 1645 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1646 1647 setupDrawTexture(texture->id); 1648 texture->setWrap(GL_CLAMP_TO_EDGE); 1649 texture->setFilter(filter); 1650 1651 setupDrawPureColorUniforms(); 1652 setupDrawColorFilterUniforms(); 1653 setupDrawShaderUniforms(); 1654 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1655 1656 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1657 1658 finishDrawTexture(); 1659} 1660 1661status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1662 const float right = left + bitmap->width(); 1663 const float bottom = top + bitmap->height(); 1664 1665 if (quickReject(left, top, right, bottom)) { 1666 return DrawGlInfo::kStatusDone; 1667 } 1668 1669 mCaches.activeTexture(0); 1670 Texture* texture = mCaches.textureCache.get(bitmap); 1671 if (!texture) return DrawGlInfo::kStatusDone; 1672 const AutoTexture autoCleanup(texture); 1673 1674 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1675 drawAlphaBitmap(texture, left, top, paint); 1676 } else { 1677 drawTextureRect(left, top, right, bottom, texture, paint); 1678 } 1679 1680 return DrawGlInfo::kStatusDrew; 1681} 1682 1683status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1684 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1685 const mat4 transform(*matrix); 1686 transform.mapRect(r); 1687 1688 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1689 return DrawGlInfo::kStatusDone; 1690 } 1691 1692 mCaches.activeTexture(0); 1693 Texture* texture = mCaches.textureCache.get(bitmap); 1694 if (!texture) return DrawGlInfo::kStatusDone; 1695 const AutoTexture autoCleanup(texture); 1696 1697 // This could be done in a cheaper way, all we need is pass the matrix 1698 // to the vertex shader. The save/restore is a bit overkill. 1699 save(SkCanvas::kMatrix_SaveFlag); 1700 concatMatrix(matrix); 1701 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1702 restore(); 1703 1704 return DrawGlInfo::kStatusDrew; 1705} 1706 1707status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1708 const float right = left + bitmap->width(); 1709 const float bottom = top + bitmap->height(); 1710 1711 if (quickReject(left, top, right, bottom)) { 1712 return DrawGlInfo::kStatusDone; 1713 } 1714 1715 mCaches.activeTexture(0); 1716 Texture* texture = mCaches.textureCache.getTransient(bitmap); 1717 const AutoTexture autoCleanup(texture); 1718 1719 drawTextureRect(left, top, right, bottom, texture, paint); 1720 1721 return DrawGlInfo::kStatusDrew; 1722} 1723 1724status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1725 float* vertices, int* colors, SkPaint* paint) { 1726 // TODO: Do a quickReject 1727 if (!vertices || mSnapshot->isIgnored()) { 1728 return DrawGlInfo::kStatusDone; 1729 } 1730 1731 mCaches.activeTexture(0); 1732 Texture* texture = mCaches.textureCache.get(bitmap); 1733 if (!texture) return DrawGlInfo::kStatusDone; 1734 const AutoTexture autoCleanup(texture); 1735 1736 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1737 texture->setFilter(FILTER(paint), true); 1738 1739 int alpha; 1740 SkXfermode::Mode mode; 1741 getAlphaAndMode(paint, &alpha, &mode); 1742 1743 const uint32_t count = meshWidth * meshHeight * 6; 1744 1745 float left = FLT_MAX; 1746 float top = FLT_MAX; 1747 float right = FLT_MIN; 1748 float bottom = FLT_MIN; 1749 1750 const bool hasActiveLayer = hasLayer(); 1751 1752 // TODO: Support the colors array 1753 TextureVertex mesh[count]; 1754 TextureVertex* vertex = mesh; 1755 for (int32_t y = 0; y < meshHeight; y++) { 1756 for (int32_t x = 0; x < meshWidth; x++) { 1757 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1758 1759 float u1 = float(x) / meshWidth; 1760 float u2 = float(x + 1) / meshWidth; 1761 float v1 = float(y) / meshHeight; 1762 float v2 = float(y + 1) / meshHeight; 1763 1764 int ax = i + (meshWidth + 1) * 2; 1765 int ay = ax + 1; 1766 int bx = i; 1767 int by = bx + 1; 1768 int cx = i + 2; 1769 int cy = cx + 1; 1770 int dx = i + (meshWidth + 1) * 2 + 2; 1771 int dy = dx + 1; 1772 1773 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1774 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1775 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1776 1777 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1778 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1779 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1780 1781 if (hasActiveLayer) { 1782 // TODO: This could be optimized to avoid unnecessary ops 1783 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1784 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1785 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1786 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1787 } 1788 } 1789 } 1790 1791 if (hasActiveLayer) { 1792 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1793 } 1794 1795 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1796 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1797 GL_TRIANGLES, count, false, false, 0, false, false); 1798 1799 return DrawGlInfo::kStatusDrew; 1800} 1801 1802status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1803 float srcLeft, float srcTop, float srcRight, float srcBottom, 1804 float dstLeft, float dstTop, float dstRight, float dstBottom, 1805 SkPaint* paint) { 1806 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1807 return DrawGlInfo::kStatusDone; 1808 } 1809 1810 mCaches.activeTexture(0); 1811 Texture* texture = mCaches.textureCache.get(bitmap); 1812 if (!texture) return DrawGlInfo::kStatusDone; 1813 const AutoTexture autoCleanup(texture); 1814 1815 const float width = texture->width; 1816 const float height = texture->height; 1817 1818 const float u1 = fmax(0.0f, srcLeft / width); 1819 const float v1 = fmax(0.0f, srcTop / height); 1820 const float u2 = fmin(1.0f, srcRight / width); 1821 const float v2 = fmin(1.0f, srcBottom / height); 1822 1823 mCaches.unbindMeshBuffer(); 1824 resetDrawTextureTexCoords(u1, v1, u2, v2); 1825 1826 int alpha; 1827 SkXfermode::Mode mode; 1828 getAlphaAndMode(paint, &alpha, &mode); 1829 1830 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1831 1832 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 1833 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1834 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1835 1836 GLenum filter = GL_NEAREST; 1837 // Enable linear filtering if the source rectangle is scaled 1838 if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) { 1839 filter = FILTER(paint); 1840 } 1841 1842 texture->setFilter(filter, true); 1843 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1844 texture->id, alpha / 255.0f, mode, texture->blend, 1845 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1846 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1847 } else { 1848 texture->setFilter(FILTER(paint), true); 1849 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1850 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1851 GL_TRIANGLE_STRIP, gMeshCount); 1852 } 1853 1854 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1855 1856 return DrawGlInfo::kStatusDrew; 1857} 1858 1859status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1860 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1861 float left, float top, float right, float bottom, SkPaint* paint) { 1862 int alpha; 1863 SkXfermode::Mode mode; 1864 getAlphaAndModeDirect(paint, &alpha, &mode); 1865 1866 return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors, 1867 left, top, right, bottom, alpha, mode); 1868} 1869 1870status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1871 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1872 float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) { 1873 if (quickReject(left, top, right, bottom)) { 1874 return DrawGlInfo::kStatusDone; 1875 } 1876 1877 alpha *= mSnapshot->alpha; 1878 1879 mCaches.activeTexture(0); 1880 Texture* texture = mCaches.textureCache.get(bitmap); 1881 if (!texture) return DrawGlInfo::kStatusDone; 1882 const AutoTexture autoCleanup(texture); 1883 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1884 texture->setFilter(GL_LINEAR, true); 1885 1886 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1887 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1888 1889 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 1890 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1891 // Mark the current layer dirty where we are going to draw the patch 1892 if (hasLayer() && mesh->hasEmptyQuads) { 1893 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1894 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1895 const size_t count = mesh->quads.size(); 1896 for (size_t i = 0; i < count; i++) { 1897 const Rect& bounds = mesh->quads.itemAt(i); 1898 if (CC_LIKELY(pureTranslate)) { 1899 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1900 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1901 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1902 } else { 1903 dirtyLayer(left + bounds.left, top + bounds.top, 1904 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1905 } 1906 } 1907 } 1908 1909 if (CC_LIKELY(pureTranslate)) { 1910 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1911 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1912 1913 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1914 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1915 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1916 true, !mesh->hasEmptyQuads); 1917 } else { 1918 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1919 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1920 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1921 true, !mesh->hasEmptyQuads); 1922 } 1923 } 1924 1925 return DrawGlInfo::kStatusDrew; 1926} 1927 1928/** 1929 * This function uses a similar approach to that of AA lines in the drawLines() function. 1930 * We expand the rectangle by a half pixel in screen space on all sides. However, instead of using 1931 * a fragment shader to compute the translucency of the color from its position, we simply use a 1932 * varying parameter to define how far a given pixel is into the region. 1933 */ 1934void OpenGLRenderer::drawConvexPath(const SkPath& path, int color, SkXfermode::Mode mode, bool isAA) { 1935 VertexBuffer vertexBuffer; 1936 // TODO: try clipping large paths to viewport 1937 PathRenderer::convexPathFillVertices(path, mSnapshot->transform, vertexBuffer, isAA); 1938 1939 setupDraw(); 1940 setupDrawNoTexture(); 1941 if (isAA) setupDrawAA(); 1942 setupDrawVertexShape(); 1943 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 1944 setupDrawColorFilter(); 1945 setupDrawShader(); 1946 setupDrawBlending(isAA, mode); 1947 setupDrawProgram(); 1948 setupDrawModelViewIdentity(true); 1949 setupDrawColorUniforms(); 1950 setupDrawColorFilterUniforms(); 1951 setupDrawShaderIdentityUniforms(); 1952 1953 void* vertices = vertexBuffer.getBuffer(); 1954 bool force = mCaches.unbindMeshBuffer(); 1955 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1956 vertices, isAA ? gAlphaVertexStride : gVertexStride); 1957 mCaches.resetTexCoordsVertexPointer(); 1958 mCaches.unbindIndicesBuffer(); 1959 1960 int alphaSlot = -1; 1961 if (isAA) { 1962 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 1963 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 1964 1965 // TODO: avoid enable/disable in back to back uses of the alpha attribute 1966 glEnableVertexAttribArray(alphaSlot); 1967 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 1968 } 1969 1970 SkRect bounds = path.getBounds(); 1971 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform); 1972 1973 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize()); 1974 1975 if (isAA) { 1976 glDisableVertexAttribArray(alphaSlot); 1977 } 1978} 1979 1980/** 1981 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1982 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1983 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1984 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 1985 * of the line. Hairlines are more involved because we need to account for transform scaling 1986 * to end up with a one-pixel-wide line in screen space.. 1987 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 1988 * in combination with values that we calculate and pass down in this method. The basic approach 1989 * is that the quad we create contains both the core line area plus a bounding area in which 1990 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 1991 * proportion of the width and the length of a given segment is represented by the boundary 1992 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 1993 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 1994 * on the inside). This ends up giving the result we want, with pixels that are completely 1995 * 'inside' the line area being filled opaquely and the other pixels being filled according to 1996 * how far into the boundary region they are, which is determined by shader interpolation. 1997 */ 1998status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1999 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2000 2001 const bool isAA = paint->isAntiAlias(); 2002 // We use half the stroke width here because we're going to position the quad 2003 // corner vertices half of the width away from the line endpoints 2004 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 2005 // A stroke width of 0 has a special meaning in Skia: 2006 // it draws a line 1 px wide regardless of current transform 2007 bool isHairLine = paint->getStrokeWidth() == 0.0f; 2008 2009 float inverseScaleX = 1.0f; 2010 float inverseScaleY = 1.0f; 2011 bool scaled = false; 2012 2013 int alpha; 2014 SkXfermode::Mode mode; 2015 2016 int generatedVerticesCount = 0; 2017 int verticesCount = count; 2018 if (count > 4) { 2019 // Polyline: account for extra vertices needed for continuous tri-strip 2020 verticesCount += (count - 4); 2021 } 2022 2023 if (isHairLine || isAA) { 2024 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 2025 // the line on the screen should always be one pixel wide regardless of scale. For 2026 // AA lines, we only want one pixel of translucent boundary around the quad. 2027 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 2028 Matrix4 *mat = mSnapshot->transform; 2029 float m00 = mat->data[Matrix4::kScaleX]; 2030 float m01 = mat->data[Matrix4::kSkewY]; 2031 float m10 = mat->data[Matrix4::kSkewX]; 2032 float m11 = mat->data[Matrix4::kScaleY]; 2033 2034 float scaleX = sqrtf(m00 * m00 + m01 * m01); 2035 float scaleY = sqrtf(m10 * m10 + m11 * m11); 2036 2037 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 2038 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 2039 2040 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 2041 scaled = true; 2042 } 2043 } 2044 } 2045 2046 getAlphaAndMode(paint, &alpha, &mode); 2047 2048 mCaches.enableScissor(); 2049 2050 setupDraw(); 2051 setupDrawNoTexture(); 2052 if (isAA) { 2053 setupDrawAA(); 2054 } 2055 setupDrawColor(paint->getColor(), alpha); 2056 setupDrawColorFilter(); 2057 setupDrawShader(); 2058 setupDrawBlending(isAA, mode); 2059 setupDrawProgram(); 2060 setupDrawModelViewIdentity(true); 2061 setupDrawColorUniforms(); 2062 setupDrawColorFilterUniforms(); 2063 setupDrawShaderIdentityUniforms(); 2064 2065 if (isHairLine) { 2066 // Set a real stroke width to be used in quad construction 2067 halfStrokeWidth = isAA? 1 : .5; 2068 } else if (isAA && !scaled) { 2069 // Expand boundary to enable AA calculations on the quad border 2070 halfStrokeWidth += .5f; 2071 } 2072 2073 int widthSlot; 2074 int lengthSlot; 2075 2076 Vertex lines[verticesCount]; 2077 Vertex* vertices = &lines[0]; 2078 2079 AAVertex wLines[verticesCount]; 2080 AAVertex* aaVertices = &wLines[0]; 2081 2082 if (CC_UNLIKELY(!isAA)) { 2083 setupDrawVertices(vertices); 2084 } else { 2085 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 2086 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 2087 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 2088 // AA stroke width (the base stroke width expanded by a half pixel on either side). 2089 // This value is used in the fragment shader to determine how to fill fragments. 2090 // We will need to calculate the actual width proportion on each segment for 2091 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 2092 float boundaryWidthProportion = .5 - 1 / (2 * halfStrokeWidth); 2093 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, 2094 boundaryWidthProportion, widthSlot, lengthSlot); 2095 } 2096 2097 AAVertex* prevAAVertex = NULL; 2098 Vertex* prevVertex = NULL; 2099 2100 int boundaryLengthSlot = -1; 2101 int boundaryWidthSlot = -1; 2102 2103 for (int i = 0; i < count; i += 4) { 2104 // a = start point, b = end point 2105 vec2 a(points[i], points[i + 1]); 2106 vec2 b(points[i + 2], points[i + 3]); 2107 2108 float length = 0; 2109 float boundaryLengthProportion = 0; 2110 float boundaryWidthProportion = 0; 2111 2112 // Find the normal to the line 2113 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 2114 float x = n.x; 2115 n.x = -n.y; 2116 n.y = x; 2117 2118 if (isHairLine) { 2119 if (isAA) { 2120 float wideningFactor; 2121 if (fabs(n.x) >= fabs(n.y)) { 2122 wideningFactor = fabs(1.0f / n.x); 2123 } else { 2124 wideningFactor = fabs(1.0f / n.y); 2125 } 2126 n *= wideningFactor; 2127 } 2128 2129 if (scaled) { 2130 n.x *= inverseScaleX; 2131 n.y *= inverseScaleY; 2132 } 2133 } else if (scaled) { 2134 // Extend n by .5 pixel on each side, post-transform 2135 vec2 extendedN = n.copyNormalized(); 2136 extendedN /= 2; 2137 extendedN.x *= inverseScaleX; 2138 extendedN.y *= inverseScaleY; 2139 2140 float extendedNLength = extendedN.length(); 2141 // We need to set this value on the shader prior to drawing 2142 boundaryWidthProportion = .5 - extendedNLength / (halfStrokeWidth + extendedNLength); 2143 n += extendedN; 2144 } 2145 2146 // aa lines expand the endpoint vertices to encompass the AA boundary 2147 if (isAA) { 2148 vec2 abVector = (b - a); 2149 length = abVector.length(); 2150 abVector.normalize(); 2151 2152 if (scaled) { 2153 abVector.x *= inverseScaleX; 2154 abVector.y *= inverseScaleY; 2155 float abLength = abVector.length(); 2156 boundaryLengthProportion = .5 - abLength / (length + abLength); 2157 } else { 2158 boundaryLengthProportion = .5 - .5 / (length + 1); 2159 } 2160 2161 abVector /= 2; 2162 a -= abVector; 2163 b += abVector; 2164 } 2165 2166 // Four corners of the rectangle defining a thick line 2167 vec2 p1 = a - n; 2168 vec2 p2 = a + n; 2169 vec2 p3 = b + n; 2170 vec2 p4 = b - n; 2171 2172 2173 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 2174 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 2175 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 2176 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 2177 2178 if (!quickRejectNoScissor(left, top, right, bottom)) { 2179 if (!isAA) { 2180 if (prevVertex != NULL) { 2181 // Issue two repeat vertices to create degenerate triangles to bridge 2182 // between the previous line and the new one. This is necessary because 2183 // we are creating a single triangle_strip which will contain 2184 // potentially discontinuous line segments. 2185 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 2186 Vertex::set(vertices++, p1.x, p1.y); 2187 generatedVerticesCount += 2; 2188 } 2189 2190 Vertex::set(vertices++, p1.x, p1.y); 2191 Vertex::set(vertices++, p2.x, p2.y); 2192 Vertex::set(vertices++, p4.x, p4.y); 2193 Vertex::set(vertices++, p3.x, p3.y); 2194 2195 prevVertex = vertices - 1; 2196 generatedVerticesCount += 4; 2197 } else { 2198 if (!isHairLine && scaled) { 2199 // Must set width proportions per-segment for scaled non-hairlines to use the 2200 // correct AA boundary dimensions 2201 if (boundaryWidthSlot < 0) { 2202 boundaryWidthSlot = 2203 mCaches.currentProgram->getUniform("boundaryWidth"); 2204 } 2205 2206 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 2207 } 2208 2209 if (boundaryLengthSlot < 0) { 2210 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 2211 } 2212 2213 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 2214 2215 if (prevAAVertex != NULL) { 2216 // Issue two repeat vertices to create degenerate triangles to bridge 2217 // between the previous line and the new one. This is necessary because 2218 // we are creating a single triangle_strip which will contain 2219 // potentially discontinuous line segments. 2220 AAVertex::set(aaVertices++,prevAAVertex->position[0], 2221 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 2222 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2223 generatedVerticesCount += 2; 2224 } 2225 2226 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2227 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 2228 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 2229 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 2230 2231 prevAAVertex = aaVertices - 1; 2232 generatedVerticesCount += 4; 2233 } 2234 2235 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 2236 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 2237 *mSnapshot->transform); 2238 } 2239 } 2240 2241 if (generatedVerticesCount > 0) { 2242 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 2243 } 2244 2245 if (isAA) { 2246 finishDrawAALine(widthSlot, lengthSlot); 2247 } 2248 2249 return DrawGlInfo::kStatusDrew; 2250} 2251 2252status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2253 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2254 2255 // TODO: The paint's cap style defines whether the points are square or circular 2256 // TODO: Handle AA for round points 2257 2258 // A stroke width of 0 has a special meaning in Skia: 2259 // it draws an unscaled 1px point 2260 float strokeWidth = paint->getStrokeWidth(); 2261 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 2262 if (isHairLine) { 2263 // Now that we know it's hairline, we can set the effective width, to be used later 2264 strokeWidth = 1.0f; 2265 } 2266 const float halfWidth = strokeWidth / 2; 2267 int alpha; 2268 SkXfermode::Mode mode; 2269 getAlphaAndMode(paint, &alpha, &mode); 2270 2271 int verticesCount = count >> 1; 2272 int generatedVerticesCount = 0; 2273 2274 TextureVertex pointsData[verticesCount]; 2275 TextureVertex* vertex = &pointsData[0]; 2276 2277 // TODO: We should optimize this method to not generate vertices for points 2278 // that lie outside of the clip. 2279 mCaches.enableScissor(); 2280 2281 setupDraw(); 2282 setupDrawNoTexture(); 2283 setupDrawPoint(strokeWidth); 2284 setupDrawColor(paint->getColor(), alpha); 2285 setupDrawColorFilter(); 2286 setupDrawShader(); 2287 setupDrawBlending(mode); 2288 setupDrawProgram(); 2289 setupDrawModelViewIdentity(true); 2290 setupDrawColorUniforms(); 2291 setupDrawColorFilterUniforms(); 2292 setupDrawPointUniforms(); 2293 setupDrawShaderIdentityUniforms(); 2294 setupDrawMesh(vertex); 2295 2296 for (int i = 0; i < count; i += 2) { 2297 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 2298 generatedVerticesCount++; 2299 2300 float left = points[i] - halfWidth; 2301 float right = points[i] + halfWidth; 2302 float top = points[i + 1] - halfWidth; 2303 float bottom = points [i + 1] + halfWidth; 2304 2305 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 2306 } 2307 2308 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 2309 2310 return DrawGlInfo::kStatusDrew; 2311} 2312 2313status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2314 // No need to check against the clip, we fill the clip region 2315 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2316 2317 Rect& clip(*mSnapshot->clipRect); 2318 clip.snapToPixelBoundaries(); 2319 2320 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2321 2322 return DrawGlInfo::kStatusDrew; 2323} 2324 2325status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2326 SkPaint* paint) { 2327 if (!texture) return DrawGlInfo::kStatusDone; 2328 const AutoTexture autoCleanup(texture); 2329 2330 const float x = left + texture->left - texture->offset; 2331 const float y = top + texture->top - texture->offset; 2332 2333 drawPathTexture(texture, x, y, paint); 2334 2335 return DrawGlInfo::kStatusDrew; 2336} 2337 2338status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2339 float rx, float ry, SkPaint* p) { 2340 if (mSnapshot->isIgnored() || quickReject(left, top, right, bottom)) { 2341 return DrawGlInfo::kStatusDone; 2342 } 2343 2344 if (p->getStyle() != SkPaint::kFill_Style) { 2345 mCaches.activeTexture(0); 2346 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 2347 right - left, bottom - top, rx, ry, p); 2348 return drawShape(left, top, texture, p); 2349 } 2350 2351 SkPath path; 2352 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2353 path.addRoundRect(rect, rx, ry); 2354 drawConvexPath(path, p->getColor(), getXfermode(p->getXfermode()), p->isAntiAlias()); 2355 2356 return DrawGlInfo::kStatusDrew; 2357} 2358 2359status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2360 if (mSnapshot->isIgnored() || quickReject(x - radius, y - radius, x + radius, y + radius)) { 2361 return DrawGlInfo::kStatusDone; 2362 } 2363 2364 if (p->getStyle() != SkPaint::kFill_Style) { 2365 mCaches.activeTexture(0); 2366 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, p); 2367 return drawShape(x - radius, y - radius, texture, p); 2368 } 2369 2370 SkPath path; 2371 path.addCircle(x, y, radius); 2372 drawConvexPath(path, p->getColor(), getXfermode(p->getXfermode()), p->isAntiAlias()); 2373 2374 return DrawGlInfo::kStatusDrew; 2375} 2376 2377status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2378 SkPaint* p) { 2379 if (mSnapshot->isIgnored() || quickReject(left, top, right, bottom)) { 2380 return DrawGlInfo::kStatusDone; 2381 } 2382 2383 if (p->getStyle() != SkPaint::kFill_Style) { 2384 mCaches.activeTexture(0); 2385 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, p); 2386 return drawShape(left, top, texture, p); 2387 } 2388 2389 SkPath path; 2390 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2391 path.addOval(rect); 2392 drawConvexPath(path, p->getColor(), getXfermode(p->getXfermode()), p->isAntiAlias()); 2393 2394 return DrawGlInfo::kStatusDrew; 2395} 2396 2397status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2398 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 2399 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2400 2401 if (fabs(sweepAngle) >= 360.0f) { 2402 return drawOval(left, top, right, bottom, paint); 2403 } 2404 2405 mCaches.activeTexture(0); 2406 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2407 startAngle, sweepAngle, useCenter, paint); 2408 return drawShape(left, top, texture, paint); 2409} 2410 2411status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2412 if (mSnapshot->isIgnored() || quickReject(left, top, right, bottom)) { 2413 return DrawGlInfo::kStatusDone; 2414 } 2415 2416 if (p->getStyle() != SkPaint::kFill_Style) { 2417 mCaches.activeTexture(0); 2418 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, p); 2419 return drawShape(left, top, texture, p); 2420 } 2421 2422 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2423 SkPath path; 2424 path.addRect(left, top, right, bottom); 2425 drawConvexPath(path, p->getColor(), getXfermode(p->getXfermode()), true); 2426 } else { 2427 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2428 } 2429 2430 return DrawGlInfo::kStatusDrew; 2431} 2432 2433void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2434 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2435 float x, float y) { 2436 mCaches.activeTexture(0); 2437 2438 // NOTE: The drop shadow will not perform gamma correction 2439 // if shader-based correction is enabled 2440 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2441 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2442 paint, text, bytesCount, count, mShadowRadius, positions); 2443 const AutoTexture autoCleanup(shadow); 2444 2445 const float sx = x - shadow->left + mShadowDx; 2446 const float sy = y - shadow->top + mShadowDy; 2447 2448 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2449 int shadowColor = mShadowColor; 2450 if (mShader) { 2451 shadowColor = 0xffffffff; 2452 } 2453 2454 setupDraw(); 2455 setupDrawWithTexture(true); 2456 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2457 setupDrawColorFilter(); 2458 setupDrawShader(); 2459 setupDrawBlending(true, mode); 2460 setupDrawProgram(); 2461 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2462 setupDrawTexture(shadow->id); 2463 setupDrawPureColorUniforms(); 2464 setupDrawColorFilterUniforms(); 2465 setupDrawShaderUniforms(); 2466 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2467 2468 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2469} 2470 2471status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2472 const float* positions, SkPaint* paint) { 2473 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2474 (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) { 2475 return DrawGlInfo::kStatusDone; 2476 } 2477 2478 // NOTE: Skia does not support perspective transform on drawPosText yet 2479 if (!mSnapshot->transform->isSimple()) { 2480 return DrawGlInfo::kStatusDone; 2481 } 2482 2483 float x = 0.0f; 2484 float y = 0.0f; 2485 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2486 if (pureTranslate) { 2487 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2488 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2489 } 2490 2491 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2492 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2493 paint->getTextSize()); 2494 2495 int alpha; 2496 SkXfermode::Mode mode; 2497 getAlphaAndMode(paint, &alpha, &mode); 2498 2499 if (CC_UNLIKELY(mHasShadow)) { 2500 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode, 2501 0.0f, 0.0f); 2502 } 2503 2504 // Pick the appropriate texture filtering 2505 bool linearFilter = mSnapshot->transform->changesBounds(); 2506 if (pureTranslate && !linearFilter) { 2507 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2508 } 2509 2510 mCaches.activeTexture(0); 2511 setupDraw(); 2512 setupDrawTextGamma(paint); 2513 setupDrawDirtyRegionsDisabled(); 2514 setupDrawWithTexture(true); 2515 setupDrawAlpha8Color(paint->getColor(), alpha); 2516 setupDrawColorFilter(); 2517 setupDrawShader(); 2518 setupDrawBlending(true, mode); 2519 setupDrawProgram(); 2520 setupDrawModelView(x, y, x, y, pureTranslate, true); 2521 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2522 setupDrawPureColorUniforms(); 2523 setupDrawColorFilterUniforms(); 2524 setupDrawShaderUniforms(pureTranslate); 2525 setupDrawTextGammaUniforms(); 2526 2527 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2528 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2529 2530 const bool hasActiveLayer = hasLayer(); 2531 2532 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2533 positions, hasActiveLayer ? &bounds : NULL)) { 2534 if (hasActiveLayer) { 2535 if (!pureTranslate) { 2536 mSnapshot->transform->mapRect(bounds); 2537 } 2538 dirtyLayerUnchecked(bounds, getRegion()); 2539 } 2540 } 2541 2542 return DrawGlInfo::kStatusDrew; 2543} 2544 2545status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2546 float x, float y, const float* positions, SkPaint* paint, float length) { 2547 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2548 (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) { 2549 return DrawGlInfo::kStatusDone; 2550 } 2551 2552 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2553 switch (paint->getTextAlign()) { 2554 case SkPaint::kCenter_Align: 2555 x -= length / 2.0f; 2556 break; 2557 case SkPaint::kRight_Align: 2558 x -= length; 2559 break; 2560 default: 2561 break; 2562 } 2563 2564 SkPaint::FontMetrics metrics; 2565 paint->getFontMetrics(&metrics, 0.0f); 2566 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2567 return DrawGlInfo::kStatusDone; 2568 } 2569 2570 const float oldX = x; 2571 const float oldY = y; 2572 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2573 if (CC_LIKELY(pureTranslate)) { 2574 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2575 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2576 } 2577 2578#if DEBUG_GLYPHS 2579 ALOGD("OpenGLRenderer drawText() with FontID=%d", 2580 SkTypeface::UniqueID(paint->getTypeface())); 2581#endif 2582 2583 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2584 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2585 paint->getTextSize()); 2586 2587 int alpha; 2588 SkXfermode::Mode mode; 2589 getAlphaAndMode(paint, &alpha, &mode); 2590 2591 if (CC_UNLIKELY(mHasShadow)) { 2592 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode, 2593 oldX, oldY); 2594 } 2595 2596 // Pick the appropriate texture filtering 2597 bool linearFilter = mSnapshot->transform->changesBounds(); 2598 if (pureTranslate && !linearFilter) { 2599 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2600 } 2601 2602 // The font renderer will always use texture unit 0 2603 mCaches.activeTexture(0); 2604 setupDraw(); 2605 setupDrawTextGamma(paint); 2606 setupDrawDirtyRegionsDisabled(); 2607 setupDrawWithTexture(true); 2608 setupDrawAlpha8Color(paint->getColor(), alpha); 2609 setupDrawColorFilter(); 2610 setupDrawShader(); 2611 setupDrawBlending(true, mode); 2612 setupDrawProgram(); 2613 setupDrawModelView(x, y, x, y, pureTranslate, true); 2614 // See comment above; the font renderer must use texture unit 0 2615 // assert(mTextureUnit == 0) 2616 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2617 setupDrawPureColorUniforms(); 2618 setupDrawColorFilterUniforms(); 2619 setupDrawShaderUniforms(pureTranslate); 2620 setupDrawTextGammaUniforms(); 2621 2622 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2623 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2624 2625 const bool hasActiveLayer = hasLayer(); 2626 2627 bool status; 2628 if (paint->getTextAlign() != SkPaint::kLeft_Align) { 2629 SkPaint paintCopy(*paint); 2630 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2631 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2632 positions, hasActiveLayer ? &bounds : NULL); 2633 } else { 2634 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2635 positions, hasActiveLayer ? &bounds : NULL); 2636 } 2637 2638 if (status && hasActiveLayer) { 2639 if (!pureTranslate) { 2640 mSnapshot->transform->mapRect(bounds); 2641 } 2642 dirtyLayerUnchecked(bounds, getRegion()); 2643 } 2644 2645 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2646 2647 return DrawGlInfo::kStatusDrew; 2648} 2649 2650status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2651 float hOffset, float vOffset, SkPaint* paint) { 2652 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2653 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2654 return DrawGlInfo::kStatusDone; 2655 } 2656 2657 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2658 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2659 paint->getTextSize()); 2660 2661 int alpha; 2662 SkXfermode::Mode mode; 2663 getAlphaAndMode(paint, &alpha, &mode); 2664 2665 mCaches.activeTexture(0); 2666 setupDraw(); 2667 setupDrawTextGamma(paint); 2668 setupDrawDirtyRegionsDisabled(); 2669 setupDrawWithTexture(true); 2670 setupDrawAlpha8Color(paint->getColor(), alpha); 2671 setupDrawColorFilter(); 2672 setupDrawShader(); 2673 setupDrawBlending(true, mode); 2674 setupDrawProgram(); 2675 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2676 setupDrawTexture(fontRenderer.getTexture(true)); 2677 setupDrawPureColorUniforms(); 2678 setupDrawColorFilterUniforms(); 2679 setupDrawShaderUniforms(false); 2680 setupDrawTextGammaUniforms(); 2681 2682 const Rect* clip = &mSnapshot->getLocalClip(); 2683 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2684 2685 const bool hasActiveLayer = hasLayer(); 2686 2687 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2688 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2689 if (hasActiveLayer) { 2690 mSnapshot->transform->mapRect(bounds); 2691 dirtyLayerUnchecked(bounds, getRegion()); 2692 } 2693 } 2694 2695 return DrawGlInfo::kStatusDrew; 2696} 2697 2698status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2699 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2700 2701 mCaches.activeTexture(0); 2702 2703 // TODO: Perform early clip test before we rasterize the path 2704 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2705 if (!texture) return DrawGlInfo::kStatusDone; 2706 const AutoTexture autoCleanup(texture); 2707 2708 const float x = texture->left - texture->offset; 2709 const float y = texture->top - texture->offset; 2710 2711 drawPathTexture(texture, x, y, paint); 2712 2713 return DrawGlInfo::kStatusDrew; 2714} 2715 2716status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2717 if (!layer) { 2718 return DrawGlInfo::kStatusDone; 2719 } 2720 2721 Rect transformed; 2722 Rect clip; 2723 const bool rejected = quickRejectNoScissor(x, y, 2724 x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip); 2725 2726 if (rejected) { 2727 return DrawGlInfo::kStatusDone; 2728 } 2729 2730 bool debugLayerUpdate = false; 2731 if (updateLayer(layer, true)) { 2732 debugLayerUpdate = mCaches.debugLayersUpdates; 2733 } 2734 2735 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed)); 2736 mCaches.activeTexture(0); 2737 2738 if (CC_LIKELY(!layer->region.isEmpty())) { 2739 SkiaColorFilter* oldFilter = mColorFilter; 2740 mColorFilter = layer->getColorFilter(); 2741 2742 if (layer->region.isRect()) { 2743 composeLayerRect(layer, layer->regionRect); 2744 } else if (layer->mesh) { 2745 const float a = layer->getAlpha() / 255.0f; 2746 setupDraw(); 2747 setupDrawWithTexture(); 2748 setupDrawColor(a, a, a, a); 2749 setupDrawColorFilter(); 2750 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2751 setupDrawProgram(); 2752 setupDrawPureColorUniforms(); 2753 setupDrawColorFilterUniforms(); 2754 setupDrawTexture(layer->getTexture()); 2755 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2756 int tx = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2757 int ty = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2758 2759 layer->setFilter(GL_NEAREST); 2760 setupDrawModelViewTranslate(tx, ty, 2761 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2762 } else { 2763 layer->setFilter(GL_LINEAR); 2764 setupDrawModelViewTranslate(x, y, 2765 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2766 } 2767 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2768 2769 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2770 GL_UNSIGNED_SHORT, layer->meshIndices); 2771 2772 finishDrawTexture(); 2773 2774#if DEBUG_LAYERS_AS_REGIONS 2775 drawRegionRects(layer->region); 2776#endif 2777 } 2778 2779 mColorFilter = oldFilter; 2780 2781 if (debugLayerUpdate) { 2782 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 2783 0x7f00ff00, SkXfermode::kSrcOver_Mode); 2784 } 2785 } 2786 2787 return DrawGlInfo::kStatusDrew; 2788} 2789 2790/////////////////////////////////////////////////////////////////////////////// 2791// Shaders 2792/////////////////////////////////////////////////////////////////////////////// 2793 2794void OpenGLRenderer::resetShader() { 2795 mShader = NULL; 2796} 2797 2798void OpenGLRenderer::setupShader(SkiaShader* shader) { 2799 mShader = shader; 2800 if (mShader) { 2801 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2802 } 2803} 2804 2805/////////////////////////////////////////////////////////////////////////////// 2806// Color filters 2807/////////////////////////////////////////////////////////////////////////////// 2808 2809void OpenGLRenderer::resetColorFilter() { 2810 mColorFilter = NULL; 2811} 2812 2813void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2814 mColorFilter = filter; 2815} 2816 2817/////////////////////////////////////////////////////////////////////////////// 2818// Drop shadow 2819/////////////////////////////////////////////////////////////////////////////// 2820 2821void OpenGLRenderer::resetShadow() { 2822 mHasShadow = false; 2823} 2824 2825void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2826 mHasShadow = true; 2827 mShadowRadius = radius; 2828 mShadowDx = dx; 2829 mShadowDy = dy; 2830 mShadowColor = color; 2831} 2832 2833/////////////////////////////////////////////////////////////////////////////// 2834// Draw filters 2835/////////////////////////////////////////////////////////////////////////////// 2836 2837void OpenGLRenderer::resetPaintFilter() { 2838 mHasDrawFilter = false; 2839} 2840 2841void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2842 mHasDrawFilter = true; 2843 mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 2844 mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 2845} 2846 2847SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 2848 if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint; 2849 2850 uint32_t flags = paint->getFlags(); 2851 2852 mFilteredPaint = *paint; 2853 mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits); 2854 2855 return &mFilteredPaint; 2856} 2857 2858/////////////////////////////////////////////////////////////////////////////// 2859// Drawing implementation 2860/////////////////////////////////////////////////////////////////////////////// 2861 2862void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2863 float x, float y, SkPaint* paint) { 2864 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2865 return; 2866 } 2867 2868 int alpha; 2869 SkXfermode::Mode mode; 2870 getAlphaAndMode(paint, &alpha, &mode); 2871 2872 setupDraw(); 2873 setupDrawWithTexture(true); 2874 setupDrawAlpha8Color(paint->getColor(), alpha); 2875 setupDrawColorFilter(); 2876 setupDrawShader(); 2877 setupDrawBlending(true, mode); 2878 setupDrawProgram(); 2879 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2880 setupDrawTexture(texture->id); 2881 setupDrawPureColorUniforms(); 2882 setupDrawColorFilterUniforms(); 2883 setupDrawShaderUniforms(); 2884 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2885 2886 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2887 2888 finishDrawTexture(); 2889} 2890 2891// Same values used by Skia 2892#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2893#define kStdUnderline_Offset (1.0f / 9.0f) 2894#define kStdUnderline_Thickness (1.0f / 18.0f) 2895 2896void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2897 float x, float y, SkPaint* paint) { 2898 // Handle underline and strike-through 2899 uint32_t flags = paint->getFlags(); 2900 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2901 SkPaint paintCopy(*paint); 2902 float underlineWidth = length; 2903 // If length is > 0.0f, we already measured the text for the text alignment 2904 if (length <= 0.0f) { 2905 underlineWidth = paintCopy.measureText(text, bytesCount); 2906 } 2907 2908 if (CC_LIKELY(underlineWidth > 0.0f)) { 2909 const float textSize = paintCopy.getTextSize(); 2910 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2911 2912 const float left = x; 2913 float top = 0.0f; 2914 2915 int linesCount = 0; 2916 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2917 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2918 2919 const int pointsCount = 4 * linesCount; 2920 float points[pointsCount]; 2921 int currentPoint = 0; 2922 2923 if (flags & SkPaint::kUnderlineText_Flag) { 2924 top = y + textSize * kStdUnderline_Offset; 2925 points[currentPoint++] = left; 2926 points[currentPoint++] = top; 2927 points[currentPoint++] = left + underlineWidth; 2928 points[currentPoint++] = top; 2929 } 2930 2931 if (flags & SkPaint::kStrikeThruText_Flag) { 2932 top = y + textSize * kStdStrikeThru_Offset; 2933 points[currentPoint++] = left; 2934 points[currentPoint++] = top; 2935 points[currentPoint++] = left + underlineWidth; 2936 points[currentPoint++] = top; 2937 } 2938 2939 paintCopy.setStrokeWidth(strokeWidth); 2940 2941 drawLines(&points[0], pointsCount, &paintCopy); 2942 } 2943 } 2944} 2945 2946void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2947 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2948 // If a shader is set, preserve only the alpha 2949 if (mShader) { 2950 color |= 0x00ffffff; 2951 } 2952 2953 setupDraw(); 2954 setupDrawNoTexture(); 2955 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2956 setupDrawShader(); 2957 setupDrawColorFilter(); 2958 setupDrawBlending(mode); 2959 setupDrawProgram(); 2960 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2961 setupDrawColorUniforms(); 2962 setupDrawShaderUniforms(ignoreTransform); 2963 setupDrawColorFilterUniforms(); 2964 setupDrawSimpleMesh(); 2965 2966 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2967} 2968 2969void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2970 Texture* texture, SkPaint* paint) { 2971 int alpha; 2972 SkXfermode::Mode mode; 2973 getAlphaAndMode(paint, &alpha, &mode); 2974 2975 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2976 2977 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2978 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2979 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2980 2981 texture->setFilter(GL_NEAREST, true); 2982 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2983 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2984 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2985 } else { 2986 texture->setFilter(FILTER(paint), true); 2987 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2988 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2989 GL_TRIANGLE_STRIP, gMeshCount); 2990 } 2991} 2992 2993void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2994 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2995 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2996 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2997} 2998 2999void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3000 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3001 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3002 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3003 3004 setupDraw(); 3005 setupDrawWithTexture(); 3006 setupDrawColor(alpha, alpha, alpha, alpha); 3007 setupDrawColorFilter(); 3008 setupDrawBlending(blend, mode, swapSrcDst); 3009 setupDrawProgram(); 3010 if (!dirty) { 3011 setupDrawDirtyRegionsDisabled(); 3012 } 3013 if (!ignoreScale) { 3014 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3015 } else { 3016 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3017 } 3018 setupDrawPureColorUniforms(); 3019 setupDrawColorFilterUniforms(); 3020 setupDrawTexture(texture); 3021 setupDrawMesh(vertices, texCoords, vbo); 3022 3023 glDrawArrays(drawMode, 0, elementsCount); 3024 3025 finishDrawTexture(); 3026} 3027 3028void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3029 ProgramDescription& description, bool swapSrcDst) { 3030 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3031 3032 if (blend) { 3033 // These blend modes are not supported by OpenGL directly and have 3034 // to be implemented using shaders. Since the shader will perform 3035 // the blending, turn blending off here 3036 // If the blend mode cannot be implemented using shaders, fall 3037 // back to the default SrcOver blend mode instead 3038 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3039 if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) { 3040 description.framebufferMode = mode; 3041 description.swapSrcDst = swapSrcDst; 3042 3043 if (mCaches.blend) { 3044 glDisable(GL_BLEND); 3045 mCaches.blend = false; 3046 } 3047 3048 return; 3049 } else { 3050 mode = SkXfermode::kSrcOver_Mode; 3051 } 3052 } 3053 3054 if (!mCaches.blend) { 3055 glEnable(GL_BLEND); 3056 } 3057 3058 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3059 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3060 3061 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3062 glBlendFunc(sourceMode, destMode); 3063 mCaches.lastSrcMode = sourceMode; 3064 mCaches.lastDstMode = destMode; 3065 } 3066 } else if (mCaches.blend) { 3067 glDisable(GL_BLEND); 3068 } 3069 mCaches.blend = blend; 3070} 3071 3072bool OpenGLRenderer::useProgram(Program* program) { 3073 if (!program->isInUse()) { 3074 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3075 program->use(); 3076 mCaches.currentProgram = program; 3077 return false; 3078 } 3079 return true; 3080} 3081 3082void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3083 TextureVertex* v = &mMeshVertices[0]; 3084 TextureVertex::setUV(v++, u1, v1); 3085 TextureVertex::setUV(v++, u2, v1); 3086 TextureVertex::setUV(v++, u1, v2); 3087 TextureVertex::setUV(v++, u2, v2); 3088} 3089 3090void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 3091 getAlphaAndModeDirect(paint, alpha, mode); 3092 *alpha *= mSnapshot->alpha; 3093} 3094 3095}; // namespace uirenderer 3096}; // namespace android 3097