OpenGLRenderer.cpp revision 5b7a3150a6dbf193b371854b66fa654937633d3a
13f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu/* 23f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu * Copyright (C) 2010 The Android Open Source Project 33f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu * 43f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu * Licensed under the Apache License, Version 2.0 (the "License"); 53f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu * you may not use this file except in compliance with the License. 63f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu * You may obtain a copy of the License at 73f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu * 83f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu * http://www.apache.org/licenses/LICENSE-2.0 93f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu * 103f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu * Unless required by applicable law or agreed to in writing, software 113f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu * distributed under the License is distributed on an "AS IS" BASIS, 123f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 133f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu * See the License for the specific language governing permissions and 143f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu * limitations under the License. 153f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu */ 163f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 173f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu#define LOG_TAG "OpenGLRenderer" 183f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 193f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu#include <stdlib.h> 203f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu#include <stdint.h> 213f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu#include <sys/types.h> 223f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 233f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu#include <SkCanvas.h> 243f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu#include <SkTypeface.h> 253f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 263f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu#include <utils/Log.h> 273f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu#include <utils/StopWatch.h> 283f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 293f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu#include <private/hwui/DrawGlInfo.h> 303f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 313f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu#include <ui/Rect.h> 323f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 333f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu#include "OpenGLRenderer.h" 343f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu#include "DisplayListRenderer.h" 353f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu#include "Vector.h" 363f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 373f41673265dcaaef058703311c5481e8a51fd8beJiafa Liunamespace android { 383f41673265dcaaef058703311c5481e8a51fd8beJiafa Liunamespace uirenderer { 393f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 403f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu/////////////////////////////////////////////////////////////////////////////// 413f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu// Defines 423f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu/////////////////////////////////////////////////////////////////////////////// 433f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 443f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu#define RAD_TO_DEG (180.0f / 3.14159265f) 453f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu#define MIN_ANGLE 0.001f 463f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 473f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu// TODO: This should be set in properties 483f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 493f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 503f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu/////////////////////////////////////////////////////////////////////////////// 513f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu// Globals 523f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu/////////////////////////////////////////////////////////////////////////////// 533f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 543f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu/** 553f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu * Structure mapping Skia xfermodes to OpenGL blending factors. 563f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu */ 573f41673265dcaaef058703311c5481e8a51fd8beJiafa Liustruct Blender { 583f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu SkXfermode::Mode mode; 593f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu GLenum src; 603f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu GLenum dst; 613f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu}; // struct Blender 623f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 63f76a50ce8fdc6aea22cabc77b2977a1a15a79630Ken Wakasa// In this array, the index of each Blender equals the value of the first 643f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 653f41673265dcaaef058703311c5481e8a51fd8beJiafa Liustatic const Blender gBlends[] = { 663f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 673f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 683f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 693f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 703f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 713f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 729bb275197df8eb999eab4cdd0a2aff83c2bb2ef6Jaikumar Ganesh { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 733f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 743f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 753f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 76bd022f423a33f0794bb53e5b0720da2d67e4631cNick Pelly { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 773f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 783f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu}; 793f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 80bd022f423a33f0794bb53e5b0720da2d67e4631cNick Pelly// This array contains the swapped version of each SkXfermode. For instance 813f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu// this array's SrcOver blending mode is actually DstOver. You can refer to 823f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu// createLayer() for more information on the purpose of this array. 833f41673265dcaaef058703311c5481e8a51fd8beJiafa Liustatic const Blender gBlendsSwap[] = { 843f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 853f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 863f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 873f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 883f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 893f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 90c8b04a93a619ba91997d7454865f0a71fb6ae981Jackson Fan { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 913f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 923f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 933f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 943f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 953f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 963f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu}; 973f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 983f41673265dcaaef058703311c5481e8a51fd8beJiafa Liustatic const GLenum gTextureUnits[] = { 993f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu GL_TEXTURE0, 1003f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu GL_TEXTURE1, 1013f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu GL_TEXTURE2 1023f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu}; 1033f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 1043f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu/////////////////////////////////////////////////////////////////////////////// 1053f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu// Constructors/destructor 1063f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu/////////////////////////////////////////////////////////////////////////////// 1073f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 1083f41673265dcaaef058703311c5481e8a51fd8beJiafa LiuOpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 1093f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu mShader = NULL; 1103f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu mColorFilter = NULL; 1113f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu mHasShadow = false; 112c8b04a93a619ba91997d7454865f0a71fb6ae981Jackson Fan 1133f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 1143f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 1153f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu mFirstSnapshot = new Snapshot; 1163f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu} 1173f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 1183f41673265dcaaef058703311c5481e8a51fd8beJiafa LiuOpenGLRenderer::~OpenGLRenderer() { 1193f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu // The context has already been destroyed at this point, do not call 1203f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu // GL APIs. All GL state should be kept in Caches.h 1213f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu} 1223f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 1233f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu/////////////////////////////////////////////////////////////////////////////// 1243f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu// Setup 1253f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu/////////////////////////////////////////////////////////////////////////////// 1263f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 1273f41673265dcaaef058703311c5481e8a51fd8beJiafa Liuvoid OpenGLRenderer::setViewport(int width, int height) { 1283f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu glViewport(0, 0, width, height); 1293f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 1303f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 1313f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu mWidth = width; 132c8b04a93a619ba91997d7454865f0a71fb6ae981Jackson Fan mHeight = height; 1333f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 1343f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu mFirstSnapshot->height = height; 1353f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu mFirstSnapshot->viewport.set(0, 0, width, height); 1363f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 1373f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu mDirtyClip = false; 1383f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu} 1393f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 1403f41673265dcaaef058703311c5481e8a51fd8beJiafa Liuvoid OpenGLRenderer::prepare(bool opaque) { 1419bb275197df8eb999eab4cdd0a2aff83c2bb2ef6Jaikumar Ganesh prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 1423f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu} 1433f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 1443f41673265dcaaef058703311c5481e8a51fd8beJiafa Liuvoid OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 145c8b04a93a619ba91997d7454865f0a71fb6ae981Jackson Fan mCaches.clearGarbage(); 1463f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 147c8b04a93a619ba91997d7454865f0a71fb6ae981Jackson Fan mSnapshot = new Snapshot(mFirstSnapshot, 1483f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 1493f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu mSnapshot->fbo = getTargetFbo(); 1503f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 1513f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu mSaveCount = 1; 1523f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 1533f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu glViewport(0, 0, mWidth, mHeight); 1543f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 1553f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu glDisable(GL_DITHER); 1563f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 1573f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu glEnable(GL_SCISSOR_TEST); 1583f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu glScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 159c8b04a93a619ba91997d7454865f0a71fb6ae981Jackson Fan mSnapshot->setClip(left, top, right, bottom); 1603f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 1613f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu if (!opaque) { 1623f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 163bd022f423a33f0794bb53e5b0720da2d67e4631cNick Pelly glClear(GL_COLOR_BUFFER_BIT); 164bd022f423a33f0794bb53e5b0720da2d67e4631cNick Pelly } 165bd022f423a33f0794bb53e5b0720da2d67e4631cNick Pelly} 166bd022f423a33f0794bb53e5b0720da2d67e4631cNick Pelly 1673f41673265dcaaef058703311c5481e8a51fd8beJiafa Liuvoid OpenGLRenderer::finish() { 168bd022f423a33f0794bb53e5b0720da2d67e4631cNick Pelly#if DEBUG_OPENGL 169bd022f423a33f0794bb53e5b0720da2d67e4631cNick Pelly GLenum status = GL_NO_ERROR; 1703f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu while ((status = glGetError()) != GL_NO_ERROR) { 1713f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu LOGD("GL error from OpenGLRenderer: 0x%x", status); 172bd022f423a33f0794bb53e5b0720da2d67e4631cNick Pelly switch (status) { 1733f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu case GL_OUT_OF_MEMORY: 1743f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu LOGE(" OpenGLRenderer is out of memory!"); 1753f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu break; 1763f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu } 1773f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu } 1783f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu#endif 1793f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu#if DEBUG_MEMORY_USAGE 1803f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu mCaches.dumpMemoryUsage(); 1813f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu#else 182bd022f423a33f0794bb53e5b0720da2d67e4631cNick Pelly if (mCaches.getDebugLevel() & kDebugMemory) { 183bd022f423a33f0794bb53e5b0720da2d67e4631cNick Pelly mCaches.dumpMemoryUsage(); 184bd022f423a33f0794bb53e5b0720da2d67e4631cNick Pelly } 1853f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu#endif 186bd022f423a33f0794bb53e5b0720da2d67e4631cNick Pelly} 187bd022f423a33f0794bb53e5b0720da2d67e4631cNick Pelly 1883f41673265dcaaef058703311c5481e8a51fd8beJiafa Liuvoid OpenGLRenderer::interrupt() { 1893f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu if (mCaches.currentProgram) { 190bd022f423a33f0794bb53e5b0720da2d67e4631cNick Pelly if (mCaches.currentProgram->isInUse()) { 1913f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu mCaches.currentProgram->remove(); 1923f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu mCaches.currentProgram = NULL; 1933f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu } 1943f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu } 1953f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu mCaches.unbindMeshBuffer(); 1963f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu} 1973f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 1983f41673265dcaaef058703311c5481e8a51fd8beJiafa Liuvoid OpenGLRenderer::resume() { 1993f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 200bd022f423a33f0794bb53e5b0720da2d67e4631cNick Pelly 201f51eadaf1f83abfe16a609a4ded6d789494689b2Jake Hamby glEnable(GL_SCISSOR_TEST); 202c8b04a93a619ba91997d7454865f0a71fb6ae981Jackson Fan dirtyClip(); 2033f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 204bd022f423a33f0794bb53e5b0720da2d67e4631cNick Pelly glDisable(GL_DITHER); 205bd022f423a33f0794bb53e5b0720da2d67e4631cNick Pelly 2063f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 2073f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 208bd022f423a33f0794bb53e5b0720da2d67e4631cNick Pelly 2093f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu mCaches.blend = true; 2103f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu glEnable(GL_BLEND); 2113f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 2123f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu glBlendEquation(GL_FUNC_ADD); 2133f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu} 2143f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 2153f41673265dcaaef058703311c5481e8a51fd8beJiafa Liubool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) { 2163f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu interrupt(); 2173f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu if (mDirtyClip) { 2183f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu setScissorFromClip(); 2193f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu } 2203f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 2213f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu Rect clip(*mSnapshot->clipRect); 2223f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu clip.snapToPixelBoundaries(); 2233f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 2243f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu#if RENDER_LAYERS_AS_REGIONS 225005b228cdfb369d9b3b325884c0337ba5968bf8cNick Pelly // Since we don't know what the functor will draw, let's dirty 2263f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu // tne entire clip region 227005b228cdfb369d9b3b325884c0337ba5968bf8cNick Pelly if (hasLayer()) { 2283f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu dirtyLayerUnchecked(clip, getRegion()); 2293f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu } 2303f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu#endif 2313f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 2323f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu DrawGlInfo info; 2333f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu info.clipLeft = clip.left; 2343f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu info.clipTop = clip.top; 2353f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu info.clipRight = clip.right; 2363f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu info.clipBottom = clip.bottom; 2373f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu info.isLayer = hasLayer(); 2383f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu getSnapshot()->transform->copyTo(&info.transform[0]); 2393f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 2403f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu status_t result = (*functor)(0, &info); 2413f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 2423f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu if (result != 0) { 2433f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 2443f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu dirty.unionWith(localDirty); 2453f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu } 2463f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 2473f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu resume(); 2483f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu return result != 0; 2493f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu} 2503f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 2513f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu/////////////////////////////////////////////////////////////////////////////// 2523f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu// State management 2533f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu/////////////////////////////////////////////////////////////////////////////// 2543f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 2553f41673265dcaaef058703311c5481e8a51fd8beJiafa Liuint OpenGLRenderer::getSaveCount() const { 2563f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu return mSaveCount; 2573f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu} 2583f41673265dcaaef058703311c5481e8a51fd8beJiafa Liu 259int OpenGLRenderer::save(int flags) { 260 return saveSnapshot(flags); 261} 262 263void OpenGLRenderer::restore() { 264 if (mSaveCount > 1) { 265 restoreSnapshot(); 266 } 267} 268 269void OpenGLRenderer::restoreToCount(int saveCount) { 270 if (saveCount < 1) saveCount = 1; 271 272 while (mSaveCount > saveCount) { 273 restoreSnapshot(); 274 } 275} 276 277int OpenGLRenderer::saveSnapshot(int flags) { 278 mSnapshot = new Snapshot(mSnapshot, flags); 279 return mSaveCount++; 280} 281 282bool OpenGLRenderer::restoreSnapshot() { 283 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 284 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 285 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 286 287 sp<Snapshot> current = mSnapshot; 288 sp<Snapshot> previous = mSnapshot->previous; 289 290 if (restoreOrtho) { 291 Rect& r = previous->viewport; 292 glViewport(r.left, r.top, r.right, r.bottom); 293 mOrthoMatrix.load(current->orthoMatrix); 294 } 295 296 mSaveCount--; 297 mSnapshot = previous; 298 299 if (restoreClip) { 300 dirtyClip(); 301 } 302 303 if (restoreLayer) { 304 composeLayer(current, previous); 305 } 306 307 return restoreClip; 308} 309 310/////////////////////////////////////////////////////////////////////////////// 311// Layers 312/////////////////////////////////////////////////////////////////////////////// 313 314int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 315 SkPaint* p, int flags) { 316 const GLuint previousFbo = mSnapshot->fbo; 317 const int count = saveSnapshot(flags); 318 319 if (!mSnapshot->isIgnored()) { 320 int alpha = 255; 321 SkXfermode::Mode mode; 322 323 if (p) { 324 alpha = p->getAlpha(); 325 if (!mCaches.extensions.hasFramebufferFetch()) { 326 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 327 if (!isMode) { 328 // Assume SRC_OVER 329 mode = SkXfermode::kSrcOver_Mode; 330 } 331 } else { 332 mode = getXfermode(p->getXfermode()); 333 } 334 } else { 335 mode = SkXfermode::kSrcOver_Mode; 336 } 337 338 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 339 } 340 341 return count; 342} 343 344int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 345 int alpha, int flags) { 346 if (alpha >= 255 - ALPHA_THRESHOLD) { 347 return saveLayer(left, top, right, bottom, NULL, flags); 348 } else { 349 SkPaint paint; 350 paint.setAlpha(alpha); 351 return saveLayer(left, top, right, bottom, &paint, flags); 352 } 353} 354 355/** 356 * Layers are viewed by Skia are slightly different than layers in image editing 357 * programs (for instance.) When a layer is created, previously created layers 358 * and the frame buffer still receive every drawing command. For instance, if a 359 * layer is created and a shape intersecting the bounds of the layers and the 360 * framebuffer is draw, the shape will be drawn on both (unless the layer was 361 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 362 * 363 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 364 * texture. Unfortunately, this is inefficient as it requires every primitive to 365 * be drawn n + 1 times, where n is the number of active layers. In practice this 366 * means, for every primitive: 367 * - Switch active frame buffer 368 * - Change viewport, clip and projection matrix 369 * - Issue the drawing 370 * 371 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 372 * To avoid this, layers are implemented in a different way here, at least in the 373 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 374 * is set. When this flag is set we can redirect all drawing operations into a 375 * single FBO. 376 * 377 * This implementation relies on the frame buffer being at least RGBA 8888. When 378 * a layer is created, only a texture is created, not an FBO. The content of the 379 * frame buffer contained within the layer's bounds is copied into this texture 380 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 381 * buffer and drawing continues as normal. This technique therefore treats the 382 * frame buffer as a scratch buffer for the layers. 383 * 384 * To compose the layers back onto the frame buffer, each layer texture 385 * (containing the original frame buffer data) is drawn as a simple quad over 386 * the frame buffer. The trick is that the quad is set as the composition 387 * destination in the blending equation, and the frame buffer becomes the source 388 * of the composition. 389 * 390 * Drawing layers with an alpha value requires an extra step before composition. 391 * An empty quad is drawn over the layer's region in the frame buffer. This quad 392 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 393 * quad is used to multiply the colors in the frame buffer. This is achieved by 394 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 395 * GL_ZERO, GL_SRC_ALPHA. 396 * 397 * Because glCopyTexImage2D() can be slow, an alternative implementation might 398 * be use to draw a single clipped layer. The implementation described above 399 * is correct in every case. 400 * 401 * (1) The frame buffer is actually not cleared right away. To allow the GPU 402 * to potentially optimize series of calls to glCopyTexImage2D, the frame 403 * buffer is left untouched until the first drawing operation. Only when 404 * something actually gets drawn are the layers regions cleared. 405 */ 406bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 407 float right, float bottom, int alpha, SkXfermode::Mode mode, 408 int flags, GLuint previousFbo) { 409 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 410 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 411 412 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 413 414 // Window coordinates of the layer 415 Rect bounds(left, top, right, bottom); 416 if (!fboLayer) { 417 mSnapshot->transform->mapRect(bounds); 418 419 // Layers only make sense if they are in the framebuffer's bounds 420 if (bounds.intersect(*snapshot->clipRect)) { 421 // We cannot work with sub-pixels in this case 422 bounds.snapToPixelBoundaries(); 423 424 // When the layer is not an FBO, we may use glCopyTexImage so we 425 // need to make sure the layer does not extend outside the bounds 426 // of the framebuffer 427 if (!bounds.intersect(snapshot->previous->viewport)) { 428 bounds.setEmpty(); 429 } 430 } else { 431 bounds.setEmpty(); 432 } 433 } 434 435 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 436 bounds.getHeight() > mCaches.maxTextureSize) { 437 snapshot->empty = fboLayer; 438 } else { 439 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 440 } 441 442 // Bail out if we won't draw in this snapshot 443 if (snapshot->invisible || snapshot->empty) { 444 return false; 445 } 446 447 glActiveTexture(gTextureUnits[0]); 448 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 449 if (!layer) { 450 return false; 451 } 452 453 layer->mode = mode; 454 layer->alpha = alpha; 455 layer->layer.set(bounds); 456 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), 457 bounds.getWidth() / float(layer->width), 0.0f); 458 layer->colorFilter = mColorFilter; 459 460 // Save the layer in the snapshot 461 snapshot->flags |= Snapshot::kFlagIsLayer; 462 snapshot->layer = layer; 463 464 if (fboLayer) { 465 return createFboLayer(layer, bounds, snapshot, previousFbo); 466 } else { 467 // Copy the framebuffer into the layer 468 glBindTexture(GL_TEXTURE_2D, layer->texture); 469 if (!bounds.isEmpty()) { 470 if (layer->empty) { 471 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, 472 snapshot->height - bounds.bottom, layer->width, layer->height, 0); 473 layer->empty = false; 474 } else { 475 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 476 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 477 } 478 479 // Clear the framebuffer where the layer will draw 480 glScissor(bounds.left, mSnapshot->height - bounds.bottom, 481 bounds.getWidth(), bounds.getHeight()); 482 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 483 glClear(GL_COLOR_BUFFER_BIT); 484 485 dirtyClip(); 486 } 487 } 488 489 return true; 490} 491 492bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 493 GLuint previousFbo) { 494 layer->fbo = mCaches.fboCache.get(); 495 496#if RENDER_LAYERS_AS_REGIONS 497 snapshot->region = &snapshot->layer->region; 498 snapshot->flags |= Snapshot::kFlagFboTarget; 499#endif 500 501 Rect clip(bounds); 502 snapshot->transform->mapRect(clip); 503 clip.intersect(*snapshot->clipRect); 504 clip.snapToPixelBoundaries(); 505 clip.intersect(snapshot->previous->viewport); 506 507 mat4 inverse; 508 inverse.loadInverse(*mSnapshot->transform); 509 510 inverse.mapRect(clip); 511 clip.snapToPixelBoundaries(); 512 clip.intersect(bounds); 513 clip.translate(-bounds.left, -bounds.top); 514 515 snapshot->flags |= Snapshot::kFlagIsFboLayer; 516 snapshot->fbo = layer->fbo; 517 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 518 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 519 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 520 snapshot->height = bounds.getHeight(); 521 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 522 snapshot->orthoMatrix.load(mOrthoMatrix); 523 524 // Bind texture to FBO 525 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 526 glBindTexture(GL_TEXTURE_2D, layer->texture); 527 528 // Initialize the texture if needed 529 if (layer->empty) { 530 layer->empty = false; 531 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, 532 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 533 } 534 535 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 536 layer->texture, 0); 537 538#if DEBUG_LAYERS_AS_REGIONS 539 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 540 if (status != GL_FRAMEBUFFER_COMPLETE) { 541 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 542 543 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 544 glDeleteTextures(1, &layer->texture); 545 mCaches.fboCache.put(layer->fbo); 546 547 delete layer; 548 549 return false; 550 } 551#endif 552 553 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 554 glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 555 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 556 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 557 glClear(GL_COLOR_BUFFER_BIT); 558 559 dirtyClip(); 560 561 // Change the ortho projection 562 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 563 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 564 565 return true; 566} 567 568/** 569 * Read the documentation of createLayer() before doing anything in this method. 570 */ 571void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 572 if (!current->layer) { 573 LOGE("Attempting to compose a layer that does not exist"); 574 return; 575 } 576 577 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 578 579 if (fboLayer) { 580 // Unbind current FBO and restore previous one 581 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 582 } 583 584 Layer* layer = current->layer; 585 const Rect& rect = layer->layer; 586 587 if (!fboLayer && layer->alpha < 255) { 588 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 589 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 590 // Required below, composeLayerRect() will divide by 255 591 layer->alpha = 255; 592 } 593 594 mCaches.unbindMeshBuffer(); 595 596 glActiveTexture(gTextureUnits[0]); 597 598 // When the layer is stored in an FBO, we can save a bit of fillrate by 599 // drawing only the dirty region 600 if (fboLayer) { 601 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 602 if (layer->colorFilter) { 603 setupColorFilter(layer->colorFilter); 604 } 605 composeLayerRegion(layer, rect); 606 if (layer->colorFilter) { 607 resetColorFilter(); 608 } 609 } else { 610 if (!rect.isEmpty()) { 611 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 612 composeLayerRect(layer, rect, true); 613 } 614 } 615 616 if (fboLayer) { 617 // Detach the texture from the FBO 618 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 619 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 620 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 621 622 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 623 mCaches.fboCache.put(current->fbo); 624 } 625 626 dirtyClip(); 627 628 // Failing to add the layer to the cache should happen only if the layer is too large 629 if (!mCaches.layerCache.put(layer)) { 630 LAYER_LOGD("Deleting layer"); 631 glDeleteTextures(1, &layer->texture); 632 delete layer; 633 } 634} 635 636void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 637 const Rect& texCoords = layer->texCoords; 638 resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom); 639 640 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 641 layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 642 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap); 643 644 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 645} 646 647void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 648#if RENDER_LAYERS_AS_REGIONS 649 if (layer->region.isRect()) { 650 composeLayerRect(layer, layer->regionRect); 651 layer->region.clear(); 652 return; 653 } 654 655 if (!layer->region.isEmpty()) { 656 size_t count; 657 const android::Rect* rects = layer->region.getArray(&count); 658 659 const float alpha = layer->alpha / 255.0f; 660 const float texX = 1.0f / float(layer->width); 661 const float texY = 1.0f / float(layer->height); 662 const float height = rect.getHeight(); 663 664 TextureVertex* mesh = mCaches.getRegionMesh(); 665 GLsizei numQuads = 0; 666 667 setupDraw(); 668 setupDrawWithTexture(); 669 setupDrawColor(alpha, alpha, alpha, alpha); 670 setupDrawColorFilter(); 671 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 672 setupDrawProgram(); 673 setupDrawDirtyRegionsDisabled(); 674 setupDrawPureColorUniforms(); 675 setupDrawColorFilterUniforms(); 676 setupDrawTexture(layer->texture); 677 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 678 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]); 679 680 for (size_t i = 0; i < count; i++) { 681 const android::Rect* r = &rects[i]; 682 683 const float u1 = r->left * texX; 684 const float v1 = (height - r->top) * texY; 685 const float u2 = r->right * texX; 686 const float v2 = (height - r->bottom) * texY; 687 688 // TODO: Reject quads outside of the clip 689 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 690 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 691 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 692 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 693 694 numQuads++; 695 696 if (numQuads >= REGION_MESH_QUAD_COUNT) { 697 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 698 numQuads = 0; 699 mesh = mCaches.getRegionMesh(); 700 } 701 } 702 703 if (numQuads > 0) { 704 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 705 } 706 707 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 708 finishDrawTexture(); 709 710#if DEBUG_LAYERS_AS_REGIONS 711 drawRegionRects(layer->region); 712#endif 713 714 layer->region.clear(); 715 } 716#else 717 composeLayerRect(layer, rect); 718#endif 719} 720 721void OpenGLRenderer::drawRegionRects(const Region& region) { 722#if DEBUG_LAYERS_AS_REGIONS 723 size_t count; 724 const android::Rect* rects = region.getArray(&count); 725 726 uint32_t colors[] = { 727 0x7fff0000, 0x7f00ff00, 728 0x7f0000ff, 0x7fff00ff, 729 }; 730 731 int offset = 0; 732 int32_t top = rects[0].top; 733 734 for (size_t i = 0; i < count; i++) { 735 if (top != rects[i].top) { 736 offset ^= 0x2; 737 top = rects[i].top; 738 } 739 740 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 741 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 742 SkXfermode::kSrcOver_Mode); 743 } 744#endif 745} 746 747void OpenGLRenderer::dirtyLayer(const float left, const float top, 748 const float right, const float bottom, const mat4 transform) { 749#if RENDER_LAYERS_AS_REGIONS 750 if (hasLayer()) { 751 Rect bounds(left, top, right, bottom); 752 transform.mapRect(bounds); 753 dirtyLayerUnchecked(bounds, getRegion()); 754 } 755#endif 756} 757 758void OpenGLRenderer::dirtyLayer(const float left, const float top, 759 const float right, const float bottom) { 760#if RENDER_LAYERS_AS_REGIONS 761 if (hasLayer()) { 762 Rect bounds(left, top, right, bottom); 763 dirtyLayerUnchecked(bounds, getRegion()); 764 } 765#endif 766} 767 768void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 769#if RENDER_LAYERS_AS_REGIONS 770 if (bounds.intersect(*mSnapshot->clipRect)) { 771 bounds.snapToPixelBoundaries(); 772 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 773 if (!dirty.isEmpty()) { 774 region->orSelf(dirty); 775 } 776 } 777#endif 778} 779 780/////////////////////////////////////////////////////////////////////////////// 781// Transforms 782/////////////////////////////////////////////////////////////////////////////// 783 784void OpenGLRenderer::translate(float dx, float dy) { 785 mSnapshot->transform->translate(dx, dy, 0.0f); 786} 787 788void OpenGLRenderer::rotate(float degrees) { 789 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 790} 791 792void OpenGLRenderer::scale(float sx, float sy) { 793 mSnapshot->transform->scale(sx, sy, 1.0f); 794} 795 796void OpenGLRenderer::skew(float sx, float sy) { 797 mSnapshot->transform->skew(sx, sy); 798} 799 800void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 801 mSnapshot->transform->load(*matrix); 802} 803 804const float* OpenGLRenderer::getMatrix() const { 805 if (mSnapshot->fbo != 0) { 806 return &mSnapshot->transform->data[0]; 807 } 808 return &mIdentity.data[0]; 809} 810 811void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 812 mSnapshot->transform->copyTo(*matrix); 813} 814 815void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 816 SkMatrix transform; 817 mSnapshot->transform->copyTo(transform); 818 transform.preConcat(*matrix); 819 mSnapshot->transform->load(transform); 820} 821 822/////////////////////////////////////////////////////////////////////////////// 823// Clipping 824/////////////////////////////////////////////////////////////////////////////// 825 826void OpenGLRenderer::setScissorFromClip() { 827 Rect clip(*mSnapshot->clipRect); 828 clip.snapToPixelBoundaries(); 829 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 830 mDirtyClip = false; 831} 832 833const Rect& OpenGLRenderer::getClipBounds() { 834 return mSnapshot->getLocalClip(); 835} 836 837bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 838 if (mSnapshot->isIgnored()) { 839 return true; 840 } 841 842 Rect r(left, top, right, bottom); 843 mSnapshot->transform->mapRect(r); 844 r.snapToPixelBoundaries(); 845 846 Rect clipRect(*mSnapshot->clipRect); 847 clipRect.snapToPixelBoundaries(); 848 849 return !clipRect.intersects(r); 850} 851 852bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 853 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 854 if (clipped) { 855 dirtyClip(); 856 } 857 return !mSnapshot->clipRect->isEmpty(); 858} 859 860/////////////////////////////////////////////////////////////////////////////// 861// Drawing commands 862/////////////////////////////////////////////////////////////////////////////// 863 864void OpenGLRenderer::setupDraw() { 865 if (mDirtyClip) { 866 setScissorFromClip(); 867 } 868 mDescription.reset(); 869 mSetShaderColor = false; 870 mColorSet = false; 871 mColorA = mColorR = mColorG = mColorB = 0.0f; 872 mTextureUnit = 0; 873 mTrackDirtyRegions = true; 874 mTexCoordsSlot = -1; 875} 876 877void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 878 mDescription.hasTexture = true; 879 mDescription.hasAlpha8Texture = isAlpha8; 880} 881 882void OpenGLRenderer::setupDrawPoint(float pointSize) { 883 mDescription.isPoint = true; 884 mDescription.pointSize = pointSize; 885} 886 887void OpenGLRenderer::setupDrawColor(int color) { 888 setupDrawColor(color, (color >> 24) & 0xFF); 889} 890 891void OpenGLRenderer::setupDrawColor(int color, int alpha) { 892 mColorA = alpha / 255.0f; 893 const float a = mColorA / 255.0f; 894 mColorR = a * ((color >> 16) & 0xFF); 895 mColorG = a * ((color >> 8) & 0xFF); 896 mColorB = a * ((color ) & 0xFF); 897 mColorSet = true; 898 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 899} 900 901void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 902 mColorA = alpha / 255.0f; 903 const float a = mColorA / 255.0f; 904 mColorR = a * ((color >> 16) & 0xFF); 905 mColorG = a * ((color >> 8) & 0xFF); 906 mColorB = a * ((color ) & 0xFF); 907 mColorSet = true; 908 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 909} 910 911void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 912 mColorA = a; 913 mColorR = r; 914 mColorG = g; 915 mColorB = b; 916 mColorSet = true; 917 mSetShaderColor = mDescription.setColor(r, g, b, a); 918} 919 920void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 921 mColorA = a; 922 mColorR = r; 923 mColorG = g; 924 mColorB = b; 925 mColorSet = true; 926 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 927} 928 929void OpenGLRenderer::setupDrawShader() { 930 if (mShader) { 931 mShader->describe(mDescription, mCaches.extensions); 932 } 933} 934 935void OpenGLRenderer::setupDrawColorFilter() { 936 if (mColorFilter) { 937 mColorFilter->describe(mDescription, mCaches.extensions); 938 } 939} 940 941void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 942 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 943 mDescription, swapSrcDst); 944} 945 946void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 947 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 948 mDescription, swapSrcDst); 949} 950 951void OpenGLRenderer::setupDrawProgram() { 952 useProgram(mCaches.programCache.get(mDescription)); 953} 954 955void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 956 mTrackDirtyRegions = false; 957} 958 959void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 960 bool ignoreTransform) { 961 mModelView.loadTranslate(left, top, 0.0f); 962 if (!ignoreTransform) { 963 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 964 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 965 } else { 966 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 967 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 968 } 969} 970 971void OpenGLRenderer::setupDrawModelViewIdentity() { 972 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform); 973} 974 975void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 976 bool ignoreTransform, bool ignoreModelView) { 977 if (!ignoreModelView) { 978 mModelView.loadTranslate(left, top, 0.0f); 979 mModelView.scale(right - left, bottom - top, 1.0f); 980 } else { 981 mModelView.loadIdentity(); 982 } 983 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 984 if (!ignoreTransform) { 985 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 986 if (mTrackDirtyRegions && dirty) { 987 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 988 } 989 } else { 990 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 991 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 992 } 993} 994 995void OpenGLRenderer::setupDrawPointUniforms() { 996 int slot = mCaches.currentProgram->getUniform("pointSize"); 997 glUniform1f(slot, mDescription.pointSize); 998} 999 1000void OpenGLRenderer::setupDrawColorUniforms() { 1001 if (mColorSet || (mShader && mSetShaderColor)) { 1002 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1003 } 1004} 1005 1006void OpenGLRenderer::setupDrawPureColorUniforms() { 1007 if (mSetShaderColor) { 1008 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1009 } 1010} 1011 1012void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1013 if (mShader) { 1014 if (ignoreTransform) { 1015 mModelView.loadInverse(*mSnapshot->transform); 1016 } 1017 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1018 } 1019} 1020 1021void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1022 if (mShader) { 1023 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1024 } 1025} 1026 1027void OpenGLRenderer::setupDrawColorFilterUniforms() { 1028 if (mColorFilter) { 1029 mColorFilter->setupProgram(mCaches.currentProgram); 1030 } 1031} 1032 1033void OpenGLRenderer::setupDrawSimpleMesh() { 1034 mCaches.bindMeshBuffer(); 1035 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1036 gMeshStride, 0); 1037} 1038 1039void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1040 bindTexture(texture); 1041 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1042 1043 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1044 glEnableVertexAttribArray(mTexCoordsSlot); 1045} 1046 1047void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1048 if (!vertices) { 1049 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1050 } else { 1051 mCaches.unbindMeshBuffer(); 1052 } 1053 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1054 gMeshStride, vertices); 1055 if (mTexCoordsSlot >= 0) { 1056 glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1057 } 1058} 1059 1060void OpenGLRenderer::finishDrawTexture() { 1061 glDisableVertexAttribArray(mTexCoordsSlot); 1062} 1063 1064/////////////////////////////////////////////////////////////////////////////// 1065// Drawing 1066/////////////////////////////////////////////////////////////////////////////// 1067 1068bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height, 1069 Rect& dirty, uint32_t level) { 1070 if (quickReject(0.0f, 0.0f, width, height)) { 1071 return false; 1072 } 1073 1074 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1075 // will be performed by the display list itself 1076 if (displayList) { 1077 return displayList->replay(*this, dirty, level); 1078 } 1079 1080 return false; 1081} 1082 1083void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1084 int alpha; 1085 SkXfermode::Mode mode; 1086 getAlphaAndMode(paint, &alpha, &mode); 1087 1088 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1089 1090 float x = left; 1091 float y = top; 1092 1093 bool ignoreTransform = false; 1094 if (mSnapshot->transform->isPureTranslate()) { 1095 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1096 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1097 ignoreTransform = true; 1098 } 1099 1100 setupDraw(); 1101 setupDrawWithTexture(true); 1102 if (paint) { 1103 setupDrawAlpha8Color(paint->getColor(), alpha); 1104 } 1105 setupDrawColorFilter(); 1106 setupDrawShader(); 1107 setupDrawBlending(true, mode); 1108 setupDrawProgram(); 1109 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1110 setupDrawTexture(texture->id); 1111 setupDrawPureColorUniforms(); 1112 setupDrawColorFilterUniforms(); 1113 setupDrawShaderUniforms(); 1114 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1115 1116 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1117 1118 finishDrawTexture(); 1119} 1120 1121void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1122 const float right = left + bitmap->width(); 1123 const float bottom = top + bitmap->height(); 1124 1125 if (quickReject(left, top, right, bottom)) { 1126 return; 1127 } 1128 1129 glActiveTexture(gTextureUnits[0]); 1130 Texture* texture = mCaches.textureCache.get(bitmap); 1131 if (!texture) return; 1132 const AutoTexture autoCleanup(texture); 1133 1134 if (bitmap->getConfig() == SkBitmap::kA8_Config) { 1135 drawAlphaBitmap(texture, left, top, paint); 1136 } else { 1137 drawTextureRect(left, top, right, bottom, texture, paint); 1138 } 1139} 1140 1141void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1142 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1143 const mat4 transform(*matrix); 1144 transform.mapRect(r); 1145 1146 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1147 return; 1148 } 1149 1150 glActiveTexture(gTextureUnits[0]); 1151 Texture* texture = mCaches.textureCache.get(bitmap); 1152 if (!texture) return; 1153 const AutoTexture autoCleanup(texture); 1154 1155 // This could be done in a cheaper way, all we need is pass the matrix 1156 // to the vertex shader. The save/restore is a bit overkill. 1157 save(SkCanvas::kMatrix_SaveFlag); 1158 concatMatrix(matrix); 1159 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1160 restore(); 1161} 1162 1163void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1164 float* vertices, int* colors, SkPaint* paint) { 1165 // TODO: Do a quickReject 1166 if (!vertices || mSnapshot->isIgnored()) { 1167 return; 1168 } 1169 1170 glActiveTexture(gTextureUnits[0]); 1171 Texture* texture = mCaches.textureCache.get(bitmap); 1172 if (!texture) return; 1173 const AutoTexture autoCleanup(texture); 1174 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1175 1176 int alpha; 1177 SkXfermode::Mode mode; 1178 getAlphaAndMode(paint, &alpha, &mode); 1179 1180 const uint32_t count = meshWidth * meshHeight * 6; 1181 1182 float left = FLT_MAX; 1183 float top = FLT_MAX; 1184 float right = FLT_MIN; 1185 float bottom = FLT_MIN; 1186 1187#if RENDER_LAYERS_AS_REGIONS 1188 bool hasActiveLayer = hasLayer(); 1189#else 1190 bool hasActiveLayer = false; 1191#endif 1192 1193 // TODO: Support the colors array 1194 TextureVertex mesh[count]; 1195 TextureVertex* vertex = mesh; 1196 for (int32_t y = 0; y < meshHeight; y++) { 1197 for (int32_t x = 0; x < meshWidth; x++) { 1198 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1199 1200 float u1 = float(x) / meshWidth; 1201 float u2 = float(x + 1) / meshWidth; 1202 float v1 = float(y) / meshHeight; 1203 float v2 = float(y + 1) / meshHeight; 1204 1205 int ax = i + (meshWidth + 1) * 2; 1206 int ay = ax + 1; 1207 int bx = i; 1208 int by = bx + 1; 1209 int cx = i + 2; 1210 int cy = cx + 1; 1211 int dx = i + (meshWidth + 1) * 2 + 2; 1212 int dy = dx + 1; 1213 1214 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1215 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1216 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1217 1218 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1219 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1220 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1221 1222#if RENDER_LAYERS_AS_REGIONS 1223 if (hasActiveLayer) { 1224 // TODO: This could be optimized to avoid unnecessary ops 1225 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1226 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1227 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1228 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1229 } 1230#endif 1231 } 1232 } 1233 1234#if RENDER_LAYERS_AS_REGIONS 1235 if (hasActiveLayer) { 1236 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1237 } 1238#endif 1239 1240 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1241 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1242 GL_TRIANGLES, count, false, false, 0, false, false); 1243} 1244 1245void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1246 float srcLeft, float srcTop, float srcRight, float srcBottom, 1247 float dstLeft, float dstTop, float dstRight, float dstBottom, 1248 SkPaint* paint) { 1249 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1250 return; 1251 } 1252 1253 glActiveTexture(gTextureUnits[0]); 1254 Texture* texture = mCaches.textureCache.get(bitmap); 1255 if (!texture) return; 1256 const AutoTexture autoCleanup(texture); 1257 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1258 1259 const float width = texture->width; 1260 const float height = texture->height; 1261 1262 const float u1 = srcLeft / width; 1263 const float v1 = srcTop / height; 1264 const float u2 = srcRight / width; 1265 const float v2 = srcBottom / height; 1266 1267 mCaches.unbindMeshBuffer(); 1268 resetDrawTextureTexCoords(u1, v1, u2, v2); 1269 1270 int alpha; 1271 SkXfermode::Mode mode; 1272 getAlphaAndMode(paint, &alpha, &mode); 1273 1274 if (mSnapshot->transform->isPureTranslate()) { 1275 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1276 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1277 1278 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1279 texture->id, alpha / 255.0f, mode, texture->blend, 1280 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1281 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1282 } else { 1283 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1284 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1285 GL_TRIANGLE_STRIP, gMeshCount); 1286 } 1287 1288 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1289} 1290 1291void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1292 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1293 float left, float top, float right, float bottom, SkPaint* paint) { 1294 if (quickReject(left, top, right, bottom)) { 1295 return; 1296 } 1297 1298 glActiveTexture(gTextureUnits[0]); 1299 Texture* texture = mCaches.textureCache.get(bitmap); 1300 if (!texture) return; 1301 const AutoTexture autoCleanup(texture); 1302 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1303 1304 int alpha; 1305 SkXfermode::Mode mode; 1306 getAlphaAndMode(paint, &alpha, &mode); 1307 1308 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1309 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1310 1311 if (mesh && mesh->verticesCount > 0) { 1312 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1313#if RENDER_LAYERS_AS_REGIONS 1314 // Mark the current layer dirty where we are going to draw the patch 1315 if (hasLayer() && mesh->hasEmptyQuads) { 1316 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1317 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1318 const size_t count = mesh->quads.size(); 1319 for (size_t i = 0; i < count; i++) { 1320 const Rect& bounds = mesh->quads.itemAt(i); 1321 if (pureTranslate) { 1322 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1323 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1324 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1325 } else { 1326 dirtyLayer(left + bounds.left, top + bounds.top, 1327 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1328 } 1329 } 1330 } 1331#endif 1332 1333 if (pureTranslate) { 1334 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1335 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1336 1337 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1338 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1339 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1340 true, !mesh->hasEmptyQuads); 1341 } else { 1342 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1343 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1344 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1345 true, !mesh->hasEmptyQuads); 1346 } 1347 } 1348} 1349 1350void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1351 if (mSnapshot->isIgnored()) return; 1352 1353 const bool isAA = paint->isAntiAlias(); 1354 const float strokeWidth = paint->getStrokeWidth() * 0.5f; 1355 // A stroke width of 0 has a special meaningin Skia: 1356 // it draws an unscaled 1px wide line 1357 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1358 1359 int alpha; 1360 SkXfermode::Mode mode; 1361 getAlphaAndMode(paint, &alpha, &mode); 1362 1363 int verticesCount = count >> 2; 1364 int generatedVerticesCount = 0; 1365 if (!isHairLine) { 1366 // TODO: AA needs more vertices 1367 verticesCount *= 6; 1368 } else { 1369 // TODO: AA will be different 1370 verticesCount *= 2; 1371 } 1372 1373 TextureVertex lines[verticesCount]; 1374 TextureVertex* vertex = &lines[0]; 1375 1376 setupDraw(); 1377 setupDrawColor(paint->getColor(), alpha); 1378 setupDrawColorFilter(); 1379 setupDrawShader(); 1380 setupDrawBlending(mode); 1381 setupDrawProgram(); 1382 setupDrawModelViewIdentity(); 1383 setupDrawColorUniforms(); 1384 setupDrawColorFilterUniforms(); 1385 setupDrawShaderIdentityUniforms(); 1386 setupDrawMesh(vertex); 1387 1388 if (!isHairLine) { 1389 // TODO: Handle the AA case 1390 for (int i = 0; i < count; i += 4) { 1391 // a = start point, b = end point 1392 vec2 a(points[i], points[i + 1]); 1393 vec2 b(points[i + 2], points[i + 3]); 1394 1395 // Bias to snap to the same pixels as Skia 1396 a += 0.375; 1397 b += 0.375; 1398 1399 // Find the normal to the line 1400 vec2 n = (b - a).copyNormalized() * strokeWidth; 1401 float x = n.x; 1402 n.x = -n.y; 1403 n.y = x; 1404 1405 // Four corners of the rectangle defining a thick line 1406 vec2 p1 = a - n; 1407 vec2 p2 = a + n; 1408 vec2 p3 = b + n; 1409 vec2 p4 = b - n; 1410 1411 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1412 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1413 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1414 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1415 1416 if (!quickReject(left, top, right, bottom)) { 1417 // Draw the line as 2 triangles, could be optimized 1418 // by using only 4 vertices and the correct indices 1419 // Also we should probably used non textured vertices 1420 // when line AA is disabled to save on bandwidth 1421 TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f); 1422 TextureVertex::set(vertex++, p2.x, p2.y, 0.0f, 0.0f); 1423 TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f); 1424 TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f); 1425 TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f); 1426 TextureVertex::set(vertex++, p4.x, p4.y, 0.0f, 0.0f); 1427 1428 generatedVerticesCount += 6; 1429 1430 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1431 } 1432 } 1433 1434 if (generatedVerticesCount > 0) { 1435 // GL_LINE does not give the result we want to match Skia 1436 glDrawArrays(GL_TRIANGLES, 0, generatedVerticesCount); 1437 } 1438 } else { 1439 // TODO: Handle the AA case 1440 for (int i = 0; i < count; i += 4) { 1441 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1442 TextureVertex::set(vertex++, points[i + 2], points[i + 3], 0.0f, 0.0f); 1443 1444 generatedVerticesCount += 2; 1445 1446 const float left = fmin(points[i], points[i + 2]); 1447 const float right = fmax(points[i], points[i + 2]); 1448 const float top = fmin(points[i + 1], points[i + 3]); 1449 const float bottom = fmax(points[i + 1], points[i + 3]); 1450 1451 dirtyLayer(left, top, 1452 right == left ? left + 1 : right, bottom == top ? top + 1 : bottom, 1453 *mSnapshot->transform); 1454 } 1455 1456 glLineWidth(1.0f); 1457 glDrawArrays(GL_LINES, 0, generatedVerticesCount); 1458 } 1459} 1460 1461void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 1462 if (mSnapshot->isIgnored()) return; 1463 1464 // TODO: The paint's cap style defines whether the points are square or circular 1465 // TODO: Handle AA for round points 1466 1467 // A stroke width of 0 has a special meaningin Skia: 1468 // it draws an unscaled 1px point 1469 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1470 1471 int alpha; 1472 SkXfermode::Mode mode; 1473 getAlphaAndMode(paint, &alpha, &mode); 1474 1475 int verticesCount = count >> 1; 1476 int generatedVerticesCount = 0; 1477 1478 TextureVertex pointsData[verticesCount]; 1479 TextureVertex* vertex = &pointsData[0]; 1480 1481 setupDraw(); 1482 setupDrawPoint(isHairLine ? 1.0f : paint->getStrokeWidth()); 1483 setupDrawColor(paint->getColor(), alpha); 1484 setupDrawColorFilter(); 1485 setupDrawShader(); 1486 setupDrawBlending(mode); 1487 setupDrawProgram(); 1488 setupDrawModelViewIdentity(); 1489 setupDrawColorUniforms(); 1490 setupDrawColorFilterUniforms(); 1491 setupDrawPointUniforms(); 1492 setupDrawShaderIdentityUniforms(); 1493 setupDrawMesh(vertex); 1494 1495 for (int i = 0; i < count; i += 2) { 1496 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1497 generatedVerticesCount++; 1498 } 1499 1500 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 1501} 1502 1503void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1504 // No need to check against the clip, we fill the clip region 1505 if (mSnapshot->isIgnored()) return; 1506 1507 Rect& clip(*mSnapshot->clipRect); 1508 clip.snapToPixelBoundaries(); 1509 1510 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1511} 1512 1513void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 1514 if (!texture) return; 1515 const AutoTexture autoCleanup(texture); 1516 1517 const float x = left + texture->left - texture->offset; 1518 const float y = top + texture->top - texture->offset; 1519 1520 drawPathTexture(texture, x, y, paint); 1521} 1522 1523void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 1524 float rx, float ry, SkPaint* paint) { 1525 if (mSnapshot->isIgnored()) return; 1526 1527 glActiveTexture(gTextureUnits[0]); 1528 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 1529 right - left, bottom - top, rx, ry, paint); 1530 drawShape(left, top, texture, paint); 1531} 1532 1533void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 1534 if (mSnapshot->isIgnored()) return; 1535 1536 glActiveTexture(gTextureUnits[0]); 1537 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 1538 drawShape(x - radius, y - radius, texture, paint); 1539} 1540 1541void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 1542 if (mSnapshot->isIgnored()) return; 1543 1544 glActiveTexture(gTextureUnits[0]); 1545 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 1546 drawShape(left, top, texture, paint); 1547} 1548 1549void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 1550 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 1551 if (mSnapshot->isIgnored()) return; 1552 1553 if (fabs(sweepAngle) >= 360.0f) { 1554 drawOval(left, top, right, bottom, paint); 1555 return; 1556 } 1557 1558 glActiveTexture(gTextureUnits[0]); 1559 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 1560 startAngle, sweepAngle, useCenter, paint); 1561 drawShape(left, top, texture, paint); 1562} 1563 1564void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 1565 SkPaint* paint) { 1566 if (mSnapshot->isIgnored()) return; 1567 1568 glActiveTexture(gTextureUnits[0]); 1569 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 1570 drawShape(left, top, texture, paint); 1571} 1572 1573void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 1574 if (p->getStyle() != SkPaint::kFill_Style) { 1575 drawRectAsShape(left, top, right, bottom, p); 1576 return; 1577 } 1578 1579 if (quickReject(left, top, right, bottom)) { 1580 return; 1581 } 1582 1583 SkXfermode::Mode mode; 1584 if (!mCaches.extensions.hasFramebufferFetch()) { 1585 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 1586 if (!isMode) { 1587 // Assume SRC_OVER 1588 mode = SkXfermode::kSrcOver_Mode; 1589 } 1590 } else { 1591 mode = getXfermode(p->getXfermode()); 1592 } 1593 1594 int color = p->getColor(); 1595 drawColorRect(left, top, right, bottom, color, mode); 1596} 1597 1598void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 1599 float x, float y, SkPaint* paint) { 1600 if (text == NULL || count == 0) { 1601 return; 1602 } 1603 if (mSnapshot->isIgnored()) return; 1604 1605 paint->setAntiAlias(true); 1606 1607 float length = -1.0f; 1608 switch (paint->getTextAlign()) { 1609 case SkPaint::kCenter_Align: 1610 length = paint->measureText(text, bytesCount); 1611 x -= length / 2.0f; 1612 break; 1613 case SkPaint::kRight_Align: 1614 length = paint->measureText(text, bytesCount); 1615 x -= length; 1616 break; 1617 default: 1618 break; 1619 } 1620 1621 const float oldX = x; 1622 const float oldY = y; 1623 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1624 if (pureTranslate) { 1625 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 1626 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 1627 } 1628 1629 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 1630 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 1631 paint->getTextSize()); 1632 1633 int alpha; 1634 SkXfermode::Mode mode; 1635 getAlphaAndMode(paint, &alpha, &mode); 1636 1637 if (mHasShadow) { 1638 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 1639 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 1640 count, mShadowRadius); 1641 const AutoTexture autoCleanup(shadow); 1642 1643 const float sx = x - shadow->left + mShadowDx; 1644 const float sy = y - shadow->top + mShadowDy; 1645 1646 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 1647 1648 glActiveTexture(gTextureUnits[0]); 1649 setupDraw(); 1650 setupDrawWithTexture(true); 1651 setupDrawAlpha8Color(mShadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 1652 setupDrawBlending(true, mode); 1653 setupDrawProgram(); 1654 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height, pureTranslate); 1655 setupDrawTexture(shadow->id); 1656 setupDrawPureColorUniforms(); 1657 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1658 1659 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1660 finishDrawTexture(); 1661 } 1662 1663 if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) { 1664 return; 1665 } 1666 1667 // Pick the appropriate texture filtering 1668 bool linearFilter = mSnapshot->transform->changesBounds(); 1669 if (pureTranslate && !linearFilter) { 1670 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 1671 } 1672 1673 glActiveTexture(gTextureUnits[0]); 1674 setupDraw(); 1675 setupDrawDirtyRegionsDisabled(); 1676 setupDrawWithTexture(true); 1677 setupDrawAlpha8Color(paint->getColor(), alpha); 1678 setupDrawColorFilter(); 1679 setupDrawShader(); 1680 setupDrawBlending(true, mode); 1681 setupDrawProgram(); 1682 setupDrawModelView(x, y, x, y, pureTranslate, true); 1683 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 1684 setupDrawPureColorUniforms(); 1685 setupDrawColorFilterUniforms(); 1686 setupDrawShaderUniforms(pureTranslate); 1687 1688 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 1689 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 1690 1691#if RENDER_LAYERS_AS_REGIONS 1692 bool hasActiveLayer = hasLayer(); 1693#else 1694 bool hasActiveLayer = false; 1695#endif 1696 mCaches.unbindMeshBuffer(); 1697 1698 // Tell font renderer the locations of position and texture coord 1699 // attributes so it can bind its data properly 1700 int positionSlot = mCaches.currentProgram->position; 1701 fontRenderer.setAttributeBindingSlots(positionSlot, mTexCoordsSlot); 1702 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 1703 hasActiveLayer ? &bounds : NULL)) { 1704#if RENDER_LAYERS_AS_REGIONS 1705 if (hasActiveLayer) { 1706 if (!pureTranslate) { 1707 mSnapshot->transform->mapRect(bounds); 1708 } 1709 dirtyLayerUnchecked(bounds, getRegion()); 1710 } 1711#endif 1712 } 1713 1714 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 1715 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1716 1717 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 1718} 1719 1720void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 1721 if (mSnapshot->isIgnored()) return; 1722 1723 glActiveTexture(gTextureUnits[0]); 1724 1725 const PathTexture* texture = mCaches.pathCache.get(path, paint); 1726 if (!texture) return; 1727 const AutoTexture autoCleanup(texture); 1728 1729 const float x = texture->left - texture->offset; 1730 const float y = texture->top - texture->offset; 1731 1732 drawPathTexture(texture, x, y, paint); 1733} 1734 1735void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 1736 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 1737 return; 1738 } 1739 1740 glActiveTexture(gTextureUnits[0]); 1741 1742 int alpha; 1743 SkXfermode::Mode mode; 1744 getAlphaAndMode(paint, &alpha, &mode); 1745 1746 layer->alpha = alpha; 1747 layer->mode = mode; 1748 1749#if RENDER_LAYERS_AS_REGIONS 1750 if (!layer->region.isEmpty()) { 1751 if (layer->region.isRect()) { 1752 composeLayerRect(layer, layer->regionRect); 1753 } else if (layer->mesh) { 1754 const float a = alpha / 255.0f; 1755 const Rect& rect = layer->layer; 1756 1757 setupDraw(); 1758 setupDrawWithTexture(); 1759 setupDrawColor(a, a, a, a); 1760 setupDrawColorFilter(); 1761 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 1762 setupDrawProgram(); 1763 setupDrawModelViewTranslate(x, y, 1764 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 1765 setupDrawPureColorUniforms(); 1766 setupDrawColorFilterUniforms(); 1767 setupDrawTexture(layer->texture); 1768 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 1769 1770 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 1771 GL_UNSIGNED_SHORT, layer->meshIndices); 1772 1773 finishDrawTexture(); 1774 1775#if DEBUG_LAYERS_AS_REGIONS 1776 drawRegionRects(layer->region); 1777#endif 1778 } 1779 } 1780#else 1781 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 1782 composeLayerRect(layer, r); 1783#endif 1784} 1785 1786/////////////////////////////////////////////////////////////////////////////// 1787// Shaders 1788/////////////////////////////////////////////////////////////////////////////// 1789 1790void OpenGLRenderer::resetShader() { 1791 mShader = NULL; 1792} 1793 1794void OpenGLRenderer::setupShader(SkiaShader* shader) { 1795 mShader = shader; 1796 if (mShader) { 1797 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 1798 } 1799} 1800 1801/////////////////////////////////////////////////////////////////////////////// 1802// Color filters 1803/////////////////////////////////////////////////////////////////////////////// 1804 1805void OpenGLRenderer::resetColorFilter() { 1806 mColorFilter = NULL; 1807} 1808 1809void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 1810 mColorFilter = filter; 1811} 1812 1813/////////////////////////////////////////////////////////////////////////////// 1814// Drop shadow 1815/////////////////////////////////////////////////////////////////////////////// 1816 1817void OpenGLRenderer::resetShadow() { 1818 mHasShadow = false; 1819} 1820 1821void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 1822 mHasShadow = true; 1823 mShadowRadius = radius; 1824 mShadowDx = dx; 1825 mShadowDy = dy; 1826 mShadowColor = color; 1827} 1828 1829/////////////////////////////////////////////////////////////////////////////// 1830// Drawing implementation 1831/////////////////////////////////////////////////////////////////////////////// 1832 1833void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 1834 float x, float y, SkPaint* paint) { 1835 if (quickReject(x, y, x + texture->width, y + texture->height)) { 1836 return; 1837 } 1838 1839 int alpha; 1840 SkXfermode::Mode mode; 1841 getAlphaAndMode(paint, &alpha, &mode); 1842 1843 setupDraw(); 1844 setupDrawWithTexture(true); 1845 setupDrawAlpha8Color(paint->getColor(), alpha); 1846 setupDrawColorFilter(); 1847 setupDrawShader(); 1848 setupDrawBlending(true, mode); 1849 setupDrawProgram(); 1850 setupDrawModelView(x, y, x + texture->width, y + texture->height); 1851 setupDrawTexture(texture->id); 1852 setupDrawPureColorUniforms(); 1853 setupDrawColorFilterUniforms(); 1854 setupDrawShaderUniforms(); 1855 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1856 1857 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1858 1859 finishDrawTexture(); 1860} 1861 1862// Same values used by Skia 1863#define kStdStrikeThru_Offset (-6.0f / 21.0f) 1864#define kStdUnderline_Offset (1.0f / 9.0f) 1865#define kStdUnderline_Thickness (1.0f / 18.0f) 1866 1867void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 1868 float x, float y, SkPaint* paint) { 1869 // Handle underline and strike-through 1870 uint32_t flags = paint->getFlags(); 1871 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 1872 float underlineWidth = length; 1873 // If length is > 0.0f, we already measured the text for the text alignment 1874 if (length <= 0.0f) { 1875 underlineWidth = paint->measureText(text, bytesCount); 1876 } 1877 1878 float offsetX = 0; 1879 switch (paint->getTextAlign()) { 1880 case SkPaint::kCenter_Align: 1881 offsetX = underlineWidth * 0.5f; 1882 break; 1883 case SkPaint::kRight_Align: 1884 offsetX = underlineWidth; 1885 break; 1886 default: 1887 break; 1888 } 1889 1890 if (underlineWidth > 0.0f) { 1891 const float textSize = paint->getTextSize(); 1892 // TODO: Support stroke width < 1.0f when we have AA lines 1893 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 1894 1895 const float left = x - offsetX; 1896 float top = 0.0f; 1897 1898 int linesCount = 0; 1899 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 1900 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 1901 1902 const int pointsCount = 4 * linesCount; 1903 float points[pointsCount]; 1904 int currentPoint = 0; 1905 1906 if (flags & SkPaint::kUnderlineText_Flag) { 1907 top = y + textSize * kStdUnderline_Offset; 1908 points[currentPoint++] = left; 1909 points[currentPoint++] = top; 1910 points[currentPoint++] = left + underlineWidth; 1911 points[currentPoint++] = top; 1912 } 1913 1914 if (flags & SkPaint::kStrikeThruText_Flag) { 1915 top = y + textSize * kStdStrikeThru_Offset; 1916 points[currentPoint++] = left; 1917 points[currentPoint++] = top; 1918 points[currentPoint++] = left + underlineWidth; 1919 points[currentPoint++] = top; 1920 } 1921 1922 SkPaint linesPaint(*paint); 1923 linesPaint.setStrokeWidth(strokeWidth); 1924 1925 drawLines(&points[0], pointsCount, &linesPaint); 1926 } 1927 } 1928} 1929 1930void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1931 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1932 // If a shader is set, preserve only the alpha 1933 if (mShader) { 1934 color |= 0x00ffffff; 1935 } 1936 1937 setupDraw(); 1938 setupDrawColor(color); 1939 setupDrawShader(); 1940 setupDrawColorFilter(); 1941 setupDrawBlending(mode); 1942 setupDrawProgram(); 1943 setupDrawModelView(left, top, right, bottom, ignoreTransform); 1944 setupDrawColorUniforms(); 1945 setupDrawShaderUniforms(ignoreTransform); 1946 setupDrawColorFilterUniforms(); 1947 setupDrawSimpleMesh(); 1948 1949 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1950} 1951 1952void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1953 Texture* texture, SkPaint* paint) { 1954 int alpha; 1955 SkXfermode::Mode mode; 1956 getAlphaAndMode(paint, &alpha, &mode); 1957 1958 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1959 1960 if (mSnapshot->transform->isPureTranslate()) { 1961 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1962 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1963 1964 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1965 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 1966 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 1967 } else { 1968 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1969 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1970 GL_TRIANGLE_STRIP, gMeshCount); 1971 } 1972} 1973 1974void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1975 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1976 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1977 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 1978} 1979 1980void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1981 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1982 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1983 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 1984 1985 setupDraw(); 1986 setupDrawWithTexture(); 1987 setupDrawColor(alpha, alpha, alpha, alpha); 1988 setupDrawColorFilter(); 1989 setupDrawBlending(blend, mode, swapSrcDst); 1990 setupDrawProgram(); 1991 if (!dirty) { 1992 setupDrawDirtyRegionsDisabled(); 1993 } 1994 if (!ignoreScale) { 1995 setupDrawModelView(left, top, right, bottom, ignoreTransform); 1996 } else { 1997 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 1998 } 1999 setupDrawPureColorUniforms(); 2000 setupDrawColorFilterUniforms(); 2001 setupDrawTexture(texture); 2002 setupDrawMesh(vertices, texCoords, vbo); 2003 2004 glDrawArrays(drawMode, 0, elementsCount); 2005 2006 finishDrawTexture(); 2007} 2008 2009void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2010 ProgramDescription& description, bool swapSrcDst) { 2011 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2012 if (blend) { 2013 if (mode < SkXfermode::kPlus_Mode) { 2014 if (!mCaches.blend) { 2015 glEnable(GL_BLEND); 2016 } 2017 2018 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2019 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2020 2021 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2022 glBlendFunc(sourceMode, destMode); 2023 mCaches.lastSrcMode = sourceMode; 2024 mCaches.lastDstMode = destMode; 2025 } 2026 } else { 2027 // These blend modes are not supported by OpenGL directly and have 2028 // to be implemented using shaders. Since the shader will perform 2029 // the blending, turn blending off here 2030 if (mCaches.extensions.hasFramebufferFetch()) { 2031 description.framebufferMode = mode; 2032 description.swapSrcDst = swapSrcDst; 2033 } 2034 2035 if (mCaches.blend) { 2036 glDisable(GL_BLEND); 2037 } 2038 blend = false; 2039 } 2040 } else if (mCaches.blend) { 2041 glDisable(GL_BLEND); 2042 } 2043 mCaches.blend = blend; 2044} 2045 2046bool OpenGLRenderer::useProgram(Program* program) { 2047 if (!program->isInUse()) { 2048 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2049 program->use(); 2050 mCaches.currentProgram = program; 2051 return false; 2052 } 2053 return true; 2054} 2055 2056void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2057 TextureVertex* v = &mMeshVertices[0]; 2058 TextureVertex::setUV(v++, u1, v1); 2059 TextureVertex::setUV(v++, u2, v1); 2060 TextureVertex::setUV(v++, u1, v2); 2061 TextureVertex::setUV(v++, u2, v2); 2062} 2063 2064void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2065 if (paint) { 2066 if (!mCaches.extensions.hasFramebufferFetch()) { 2067 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 2068 if (!isMode) { 2069 // Assume SRC_OVER 2070 *mode = SkXfermode::kSrcOver_Mode; 2071 } 2072 } else { 2073 *mode = getXfermode(paint->getXfermode()); 2074 } 2075 2076 // Skia draws using the color's alpha channel if < 255 2077 // Otherwise, it uses the paint's alpha 2078 int color = paint->getColor(); 2079 *alpha = (color >> 24) & 0xFF; 2080 if (*alpha == 255) { 2081 *alpha = paint->getAlpha(); 2082 } 2083 } else { 2084 *mode = SkXfermode::kSrcOver_Mode; 2085 *alpha = 255; 2086 } 2087} 2088 2089SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 2090 // In the future we should look at unifying the Porter-Duff modes and 2091 // SkXferModes so that we can use SkXfermode::IsMode(xfer, &mode). 2092 if (mode == NULL) { 2093 return SkXfermode::kSrcOver_Mode; 2094 } 2095 return mode->fMode; 2096} 2097 2098void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) { 2099 bool bound = false; 2100 if (wrapS != texture->wrapS) { 2101 glBindTexture(GL_TEXTURE_2D, texture->id); 2102 bound = true; 2103 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 2104 texture->wrapS = wrapS; 2105 } 2106 if (wrapT != texture->wrapT) { 2107 if (!bound) { 2108 glBindTexture(GL_TEXTURE_2D, texture->id); 2109 } 2110 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 2111 texture->wrapT = wrapT; 2112 } 2113} 2114 2115}; // namespace uirenderer 2116}; // namespace android 2117