OpenGLRenderer.cpp revision 6554943a1dd6854c0f4976900956e556767b49e1
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkPathMeasure.h> 25#include <SkTypeface.h> 26 27#include <utils/Log.h> 28#include <utils/StopWatch.h> 29 30#include <private/hwui/DrawGlInfo.h> 31 32#include <ui/Rect.h> 33 34#include "OpenGLRenderer.h" 35#include "DisplayListRenderer.h" 36#include "Vector.h" 37 38namespace android { 39namespace uirenderer { 40 41/////////////////////////////////////////////////////////////////////////////// 42// Defines 43/////////////////////////////////////////////////////////////////////////////// 44 45#define RAD_TO_DEG (180.0f / 3.14159265f) 46#define MIN_ANGLE 0.001f 47 48// TODO: This should be set in properties 49#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 50 51#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 52 53/////////////////////////////////////////////////////////////////////////////// 54// Globals 55/////////////////////////////////////////////////////////////////////////////// 56 57/** 58 * Structure mapping Skia xfermodes to OpenGL blending factors. 59 */ 60struct Blender { 61 SkXfermode::Mode mode; 62 GLenum src; 63 GLenum dst; 64}; // struct Blender 65 66// In this array, the index of each Blender equals the value of the first 67// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 68static const Blender gBlends[] = { 69 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 70 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 71 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 72 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 73 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 74 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 75 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 76 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 77 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 78 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 79 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 80 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 81 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 82 { SkXfermode::kMultiply_Mode, GL_ZERO, GL_SRC_COLOR }, 83 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 84}; 85 86// This array contains the swapped version of each SkXfermode. For instance 87// this array's SrcOver blending mode is actually DstOver. You can refer to 88// createLayer() for more information on the purpose of this array. 89static const Blender gBlendsSwap[] = { 90 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 91 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 92 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 93 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 94 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 95 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 96 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 97 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 98 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 99 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 100 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 101 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 102 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 103 { SkXfermode::kMultiply_Mode, GL_DST_COLOR, GL_ZERO }, 104 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 105}; 106 107/////////////////////////////////////////////////////////////////////////////// 108// Constructors/destructor 109/////////////////////////////////////////////////////////////////////////////// 110 111OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 112 mShader = NULL; 113 mColorFilter = NULL; 114 mHasShadow = false; 115 mHasDrawFilter = false; 116 117 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 118 119 mFirstSnapshot = new Snapshot; 120} 121 122OpenGLRenderer::~OpenGLRenderer() { 123 // The context has already been destroyed at this point, do not call 124 // GL APIs. All GL state should be kept in Caches.h 125} 126 127/////////////////////////////////////////////////////////////////////////////// 128// Debug 129/////////////////////////////////////////////////////////////////////////////// 130 131void OpenGLRenderer::startMark(const char* name) const { 132 mCaches.startMark(0, name); 133} 134 135void OpenGLRenderer::endMark() const { 136 mCaches.endMark(); 137} 138 139/////////////////////////////////////////////////////////////////////////////// 140// Setup 141/////////////////////////////////////////////////////////////////////////////// 142 143uint32_t OpenGLRenderer::getStencilSize() { 144 return STENCIL_BUFFER_SIZE; 145} 146 147void OpenGLRenderer::setViewport(int width, int height) { 148 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 149 150 mWidth = width; 151 mHeight = height; 152 153 mFirstSnapshot->height = height; 154 mFirstSnapshot->viewport.set(0, 0, width, height); 155 156 glDisable(GL_DITHER); 157 glEnable(GL_SCISSOR_TEST); 158 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 159 160 glEnableVertexAttribArray(Program::kBindingPosition); 161} 162 163void OpenGLRenderer::prepare(bool opaque) { 164 prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 165} 166 167void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 168 mCaches.clearGarbage(); 169 170 mSnapshot = new Snapshot(mFirstSnapshot, 171 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 172 mSnapshot->fbo = getTargetFbo(); 173 mSaveCount = 1; 174 175 glViewport(0, 0, mWidth, mHeight); 176 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 177 178 mSnapshot->setClip(left, top, right, bottom); 179 mDirtyClip = false; 180 181 if (!opaque) { 182 glClear(GL_COLOR_BUFFER_BIT); 183 } 184} 185 186void OpenGLRenderer::finish() { 187#if DEBUG_OPENGL 188 GLenum status = GL_NO_ERROR; 189 while ((status = glGetError()) != GL_NO_ERROR) { 190 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 191 switch (status) { 192 case GL_OUT_OF_MEMORY: 193 ALOGE(" OpenGLRenderer is out of memory!"); 194 break; 195 } 196 } 197#endif 198#if DEBUG_MEMORY_USAGE 199 mCaches.dumpMemoryUsage(); 200#else 201 if (mCaches.getDebugLevel() & kDebugMemory) { 202 mCaches.dumpMemoryUsage(); 203 } 204#endif 205} 206 207void OpenGLRenderer::interrupt() { 208 if (mCaches.currentProgram) { 209 if (mCaches.currentProgram->isInUse()) { 210 mCaches.currentProgram->remove(); 211 mCaches.currentProgram = NULL; 212 } 213 } 214 mCaches.unbindMeshBuffer(); 215 mCaches.unbindIndicesBuffer(); 216 mCaches.resetVertexPointers(); 217 mCaches.disbaleTexCoordsVertexArray(); 218} 219 220void OpenGLRenderer::resume() { 221 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 222 223 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 224 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 225 226 glEnable(GL_SCISSOR_TEST); 227 mCaches.resetScissor(); 228 dirtyClip(); 229 230 mCaches.activeTexture(0); 231 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 232 233 mCaches.blend = true; 234 glEnable(GL_BLEND); 235 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 236 glBlendEquation(GL_FUNC_ADD); 237} 238 239status_t OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) { 240 interrupt(); 241 if (mDirtyClip) { 242 setScissorFromClip(); 243 } 244 245 Rect clip(*mSnapshot->clipRect); 246 clip.snapToPixelBoundaries(); 247 248#if RENDER_LAYERS_AS_REGIONS 249 // Since we don't know what the functor will draw, let's dirty 250 // tne entire clip region 251 if (hasLayer()) { 252 dirtyLayerUnchecked(clip, getRegion()); 253 } 254#endif 255 256 DrawGlInfo info; 257 info.clipLeft = clip.left; 258 info.clipTop = clip.top; 259 info.clipRight = clip.right; 260 info.clipBottom = clip.bottom; 261 info.isLayer = hasLayer(); 262 getSnapshot()->transform->copyTo(&info.transform[0]); 263 264 status_t result = (*functor)(0, &info); 265 266 if (result != 0) { 267 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 268 dirty.unionWith(localDirty); 269 } 270 271 resume(); 272 return result; 273} 274 275/////////////////////////////////////////////////////////////////////////////// 276// State management 277/////////////////////////////////////////////////////////////////////////////// 278 279int OpenGLRenderer::getSaveCount() const { 280 return mSaveCount; 281} 282 283int OpenGLRenderer::save(int flags) { 284 return saveSnapshot(flags); 285} 286 287void OpenGLRenderer::restore() { 288 if (mSaveCount > 1) { 289 restoreSnapshot(); 290 } 291} 292 293void OpenGLRenderer::restoreToCount(int saveCount) { 294 if (saveCount < 1) saveCount = 1; 295 296 while (mSaveCount > saveCount) { 297 restoreSnapshot(); 298 } 299} 300 301int OpenGLRenderer::saveSnapshot(int flags) { 302 mSnapshot = new Snapshot(mSnapshot, flags); 303 return mSaveCount++; 304} 305 306bool OpenGLRenderer::restoreSnapshot() { 307 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 308 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 309 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 310 311 sp<Snapshot> current = mSnapshot; 312 sp<Snapshot> previous = mSnapshot->previous; 313 314 if (restoreOrtho) { 315 Rect& r = previous->viewport; 316 glViewport(r.left, r.top, r.right, r.bottom); 317 mOrthoMatrix.load(current->orthoMatrix); 318 } 319 320 mSaveCount--; 321 mSnapshot = previous; 322 323 if (restoreClip) { 324 dirtyClip(); 325 } 326 327 if (restoreLayer) { 328 composeLayer(current, previous); 329 } 330 331 return restoreClip; 332} 333 334/////////////////////////////////////////////////////////////////////////////// 335// Layers 336/////////////////////////////////////////////////////////////////////////////// 337 338int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 339 SkPaint* p, int flags) { 340 const GLuint previousFbo = mSnapshot->fbo; 341 const int count = saveSnapshot(flags); 342 343 if (!mSnapshot->isIgnored()) { 344 int alpha = 255; 345 SkXfermode::Mode mode; 346 347 if (p) { 348 alpha = p->getAlpha(); 349 if (!mCaches.extensions.hasFramebufferFetch()) { 350 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 351 if (!isMode) { 352 // Assume SRC_OVER 353 mode = SkXfermode::kSrcOver_Mode; 354 } 355 } else { 356 mode = getXfermode(p->getXfermode()); 357 } 358 } else { 359 mode = SkXfermode::kSrcOver_Mode; 360 } 361 362 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 363 } 364 365 return count; 366} 367 368int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 369 int alpha, int flags) { 370 if (alpha >= 255 - ALPHA_THRESHOLD) { 371 return saveLayer(left, top, right, bottom, NULL, flags); 372 } else { 373 SkPaint paint; 374 paint.setAlpha(alpha); 375 return saveLayer(left, top, right, bottom, &paint, flags); 376 } 377} 378 379/** 380 * Layers are viewed by Skia are slightly different than layers in image editing 381 * programs (for instance.) When a layer is created, previously created layers 382 * and the frame buffer still receive every drawing command. For instance, if a 383 * layer is created and a shape intersecting the bounds of the layers and the 384 * framebuffer is draw, the shape will be drawn on both (unless the layer was 385 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 386 * 387 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 388 * texture. Unfortunately, this is inefficient as it requires every primitive to 389 * be drawn n + 1 times, where n is the number of active layers. In practice this 390 * means, for every primitive: 391 * - Switch active frame buffer 392 * - Change viewport, clip and projection matrix 393 * - Issue the drawing 394 * 395 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 396 * To avoid this, layers are implemented in a different way here, at least in the 397 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 398 * is set. When this flag is set we can redirect all drawing operations into a 399 * single FBO. 400 * 401 * This implementation relies on the frame buffer being at least RGBA 8888. When 402 * a layer is created, only a texture is created, not an FBO. The content of the 403 * frame buffer contained within the layer's bounds is copied into this texture 404 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 405 * buffer and drawing continues as normal. This technique therefore treats the 406 * frame buffer as a scratch buffer for the layers. 407 * 408 * To compose the layers back onto the frame buffer, each layer texture 409 * (containing the original frame buffer data) is drawn as a simple quad over 410 * the frame buffer. The trick is that the quad is set as the composition 411 * destination in the blending equation, and the frame buffer becomes the source 412 * of the composition. 413 * 414 * Drawing layers with an alpha value requires an extra step before composition. 415 * An empty quad is drawn over the layer's region in the frame buffer. This quad 416 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 417 * quad is used to multiply the colors in the frame buffer. This is achieved by 418 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 419 * GL_ZERO, GL_SRC_ALPHA. 420 * 421 * Because glCopyTexImage2D() can be slow, an alternative implementation might 422 * be use to draw a single clipped layer. The implementation described above 423 * is correct in every case. 424 * 425 * (1) The frame buffer is actually not cleared right away. To allow the GPU 426 * to potentially optimize series of calls to glCopyTexImage2D, the frame 427 * buffer is left untouched until the first drawing operation. Only when 428 * something actually gets drawn are the layers regions cleared. 429 */ 430bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 431 float right, float bottom, int alpha, SkXfermode::Mode mode, 432 int flags, GLuint previousFbo) { 433 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 434 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 435 436 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 437 438 // Window coordinates of the layer 439 Rect bounds(left, top, right, bottom); 440 if (!fboLayer) { 441 mSnapshot->transform->mapRect(bounds); 442 443 // Layers only make sense if they are in the framebuffer's bounds 444 if (bounds.intersect(*snapshot->clipRect)) { 445 // We cannot work with sub-pixels in this case 446 bounds.snapToPixelBoundaries(); 447 448 // When the layer is not an FBO, we may use glCopyTexImage so we 449 // need to make sure the layer does not extend outside the bounds 450 // of the framebuffer 451 if (!bounds.intersect(snapshot->previous->viewport)) { 452 bounds.setEmpty(); 453 } 454 } else { 455 bounds.setEmpty(); 456 } 457 } 458 459 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 460 bounds.getHeight() > mCaches.maxTextureSize) { 461 snapshot->empty = fboLayer; 462 } else { 463 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 464 } 465 466 // Bail out if we won't draw in this snapshot 467 if (snapshot->invisible || snapshot->empty) { 468 return false; 469 } 470 471 mCaches.activeTexture(0); 472 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 473 if (!layer) { 474 return false; 475 } 476 477 layer->setAlpha(alpha, mode); 478 layer->layer.set(bounds); 479 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 480 bounds.getWidth() / float(layer->getWidth()), 0.0f); 481 layer->setColorFilter(mColorFilter); 482 483 // Save the layer in the snapshot 484 snapshot->flags |= Snapshot::kFlagIsLayer; 485 snapshot->layer = layer; 486 487 if (fboLayer) { 488 return createFboLayer(layer, bounds, snapshot, previousFbo); 489 } else { 490 // Copy the framebuffer into the layer 491 layer->bindTexture(); 492 if (!bounds.isEmpty()) { 493 if (layer->isEmpty()) { 494 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 495 bounds.left, snapshot->height - bounds.bottom, 496 layer->getWidth(), layer->getHeight(), 0); 497 layer->setEmpty(false); 498 } else { 499 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 500 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 501 } 502 503 // Enqueue the buffer coordinates to clear the corresponding region later 504 mLayers.push(new Rect(bounds)); 505 } 506 } 507 508 return true; 509} 510 511bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 512 GLuint previousFbo) { 513 layer->setFbo(mCaches.fboCache.get()); 514 515#if RENDER_LAYERS_AS_REGIONS 516 snapshot->region = &snapshot->layer->region; 517 snapshot->flags |= Snapshot::kFlagFboTarget; 518#endif 519 520 Rect clip(bounds); 521 snapshot->transform->mapRect(clip); 522 clip.intersect(*snapshot->clipRect); 523 clip.snapToPixelBoundaries(); 524 clip.intersect(snapshot->previous->viewport); 525 526 mat4 inverse; 527 inverse.loadInverse(*mSnapshot->transform); 528 529 inverse.mapRect(clip); 530 clip.snapToPixelBoundaries(); 531 clip.intersect(bounds); 532 clip.translate(-bounds.left, -bounds.top); 533 534 snapshot->flags |= Snapshot::kFlagIsFboLayer; 535 snapshot->fbo = layer->getFbo(); 536 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 537 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 538 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 539 snapshot->height = bounds.getHeight(); 540 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 541 snapshot->orthoMatrix.load(mOrthoMatrix); 542 543 // Bind texture to FBO 544 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 545 layer->bindTexture(); 546 547 // Initialize the texture if needed 548 if (layer->isEmpty()) { 549 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 550 layer->setEmpty(false); 551 } 552 553 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 554 layer->getTexture(), 0); 555 556#if DEBUG_LAYERS_AS_REGIONS 557 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 558 if (status != GL_FRAMEBUFFER_COMPLETE) { 559 ALOGE("Framebuffer incomplete (GL error code 0x%x)", status); 560 561 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 562 layer->deleteTexture(); 563 mCaches.fboCache.put(layer->getFbo()); 564 565 delete layer; 566 567 return false; 568 } 569#endif 570 571 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 572 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 573 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 574 glClear(GL_COLOR_BUFFER_BIT); 575 576 dirtyClip(); 577 578 // Change the ortho projection 579 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 580 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 581 582 return true; 583} 584 585/** 586 * Read the documentation of createLayer() before doing anything in this method. 587 */ 588void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 589 if (!current->layer) { 590 ALOGE("Attempting to compose a layer that does not exist"); 591 return; 592 } 593 594 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 595 596 if (fboLayer) { 597 // Unbind current FBO and restore previous one 598 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 599 } 600 601 Layer* layer = current->layer; 602 const Rect& rect = layer->layer; 603 604 if (!fboLayer && layer->getAlpha() < 255) { 605 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 606 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 607 // Required below, composeLayerRect() will divide by 255 608 layer->setAlpha(255); 609 } 610 611 mCaches.unbindMeshBuffer(); 612 613 mCaches.activeTexture(0); 614 615 // When the layer is stored in an FBO, we can save a bit of fillrate by 616 // drawing only the dirty region 617 if (fboLayer) { 618 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 619 if (layer->getColorFilter()) { 620 setupColorFilter(layer->getColorFilter()); 621 } 622 composeLayerRegion(layer, rect); 623 if (layer->getColorFilter()) { 624 resetColorFilter(); 625 } 626 } else if (!rect.isEmpty()) { 627 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 628 composeLayerRect(layer, rect, true); 629 } 630 631 if (fboLayer) { 632 // Note: No need to use glDiscardFramebufferEXT() since we never 633 // create/compose layers that are not on screen with this 634 // code path 635 // See LayerRenderer::destroyLayer(Layer*) 636 637 // Detach the texture from the FBO 638 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 639 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 640 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 641 642 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 643 mCaches.fboCache.put(current->fbo); 644 } 645 646 dirtyClip(); 647 648 // Failing to add the layer to the cache should happen only if the layer is too large 649 if (!mCaches.layerCache.put(layer)) { 650 LAYER_LOGD("Deleting layer"); 651 layer->deleteTexture(); 652 delete layer; 653 } 654} 655 656void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 657 float alpha = layer->getAlpha() / 255.0f; 658 659 mat4& transform = layer->getTransform(); 660 if (!transform.isIdentity()) { 661 save(0); 662 mSnapshot->transform->multiply(transform); 663 } 664 665 setupDraw(); 666 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 667 setupDrawWithTexture(); 668 } else { 669 setupDrawWithExternalTexture(); 670 } 671 setupDrawTextureTransform(); 672 setupDrawColor(alpha, alpha, alpha, alpha); 673 setupDrawColorFilter(); 674 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 675 setupDrawProgram(); 676 setupDrawPureColorUniforms(); 677 setupDrawColorFilterUniforms(); 678 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 679 setupDrawTexture(layer->getTexture()); 680 } else { 681 setupDrawExternalTexture(layer->getTexture()); 682 } 683 if (mSnapshot->transform->isPureTranslate() && 684 layer->getWidth() == (uint32_t) rect.getWidth() && 685 layer->getHeight() == (uint32_t) rect.getHeight()) { 686 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 687 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 688 689 layer->setFilter(GL_NEAREST); 690 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 691 } else { 692 layer->setFilter(GL_LINEAR); 693 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 694 } 695 setupDrawTextureTransformUniforms(layer->getTexTransform()); 696 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 697 698 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 699 700 finishDrawTexture(); 701 702 if (!transform.isIdentity()) { 703 restore(); 704 } 705} 706 707void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 708 if (!layer->isTextureLayer()) { 709 const Rect& texCoords = layer->texCoords; 710 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 711 texCoords.right, texCoords.bottom); 712 713 float x = rect.left; 714 float y = rect.top; 715 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 716 layer->getWidth() == (uint32_t) rect.getWidth() && 717 layer->getHeight() == (uint32_t) rect.getHeight(); 718 719 if (simpleTransform) { 720 // When we're swapping, the layer is already in screen coordinates 721 if (!swap) { 722 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 723 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 724 } 725 726 layer->setFilter(GL_NEAREST, true); 727 } else { 728 layer->setFilter(GL_LINEAR, true); 729 } 730 731 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 732 layer->getTexture(), layer->getAlpha() / 255.0f, 733 layer->getMode(), layer->isBlend(), 734 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 735 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 736 737 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 738 } else { 739 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 740 drawTextureLayer(layer, rect); 741 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 742 } 743} 744 745void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 746#if RENDER_LAYERS_AS_REGIONS 747 if (layer->region.isRect()) { 748 layer->setRegionAsRect(); 749 750 composeLayerRect(layer, layer->regionRect); 751 752 layer->region.clear(); 753 return; 754 } 755 756 // TODO: See LayerRenderer.cpp::generateMesh() for important 757 // information about this implementation 758 if (CC_LIKELY(!layer->region.isEmpty())) { 759 size_t count; 760 const android::Rect* rects = layer->region.getArray(&count); 761 762 const float alpha = layer->getAlpha() / 255.0f; 763 const float texX = 1.0f / float(layer->getWidth()); 764 const float texY = 1.0f / float(layer->getHeight()); 765 const float height = rect.getHeight(); 766 767 TextureVertex* mesh = mCaches.getRegionMesh(); 768 GLsizei numQuads = 0; 769 770 setupDraw(); 771 setupDrawWithTexture(); 772 setupDrawColor(alpha, alpha, alpha, alpha); 773 setupDrawColorFilter(); 774 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 775 setupDrawProgram(); 776 setupDrawDirtyRegionsDisabled(); 777 setupDrawPureColorUniforms(); 778 setupDrawColorFilterUniforms(); 779 setupDrawTexture(layer->getTexture()); 780 if (mSnapshot->transform->isPureTranslate()) { 781 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 782 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 783 784 layer->setFilter(GL_NEAREST); 785 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 786 } else { 787 layer->setFilter(GL_LINEAR); 788 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 789 } 790 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 791 792 for (size_t i = 0; i < count; i++) { 793 const android::Rect* r = &rects[i]; 794 795 const float u1 = r->left * texX; 796 const float v1 = (height - r->top) * texY; 797 const float u2 = r->right * texX; 798 const float v2 = (height - r->bottom) * texY; 799 800 // TODO: Reject quads outside of the clip 801 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 802 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 803 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 804 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 805 806 numQuads++; 807 808 if (numQuads >= REGION_MESH_QUAD_COUNT) { 809 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 810 numQuads = 0; 811 mesh = mCaches.getRegionMesh(); 812 } 813 } 814 815 if (numQuads > 0) { 816 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 817 } 818 819 finishDrawTexture(); 820 821#if DEBUG_LAYERS_AS_REGIONS 822 drawRegionRects(layer->region); 823#endif 824 825 layer->region.clear(); 826 } 827#else 828 composeLayerRect(layer, rect); 829#endif 830} 831 832void OpenGLRenderer::drawRegionRects(const Region& region) { 833#if DEBUG_LAYERS_AS_REGIONS 834 size_t count; 835 const android::Rect* rects = region.getArray(&count); 836 837 uint32_t colors[] = { 838 0x7fff0000, 0x7f00ff00, 839 0x7f0000ff, 0x7fff00ff, 840 }; 841 842 int offset = 0; 843 int32_t top = rects[0].top; 844 845 for (size_t i = 0; i < count; i++) { 846 if (top != rects[i].top) { 847 offset ^= 0x2; 848 top = rects[i].top; 849 } 850 851 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 852 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 853 SkXfermode::kSrcOver_Mode); 854 } 855#endif 856} 857 858void OpenGLRenderer::dirtyLayer(const float left, const float top, 859 const float right, const float bottom, const mat4 transform) { 860#if RENDER_LAYERS_AS_REGIONS 861 if (hasLayer()) { 862 Rect bounds(left, top, right, bottom); 863 transform.mapRect(bounds); 864 dirtyLayerUnchecked(bounds, getRegion()); 865 } 866#endif 867} 868 869void OpenGLRenderer::dirtyLayer(const float left, const float top, 870 const float right, const float bottom) { 871#if RENDER_LAYERS_AS_REGIONS 872 if (hasLayer()) { 873 Rect bounds(left, top, right, bottom); 874 dirtyLayerUnchecked(bounds, getRegion()); 875 } 876#endif 877} 878 879void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 880#if RENDER_LAYERS_AS_REGIONS 881 if (bounds.intersect(*mSnapshot->clipRect)) { 882 bounds.snapToPixelBoundaries(); 883 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 884 if (!dirty.isEmpty()) { 885 region->orSelf(dirty); 886 } 887 } 888#endif 889} 890 891void OpenGLRenderer::clearLayerRegions() { 892 const size_t count = mLayers.size(); 893 if (count == 0) return; 894 895 if (!mSnapshot->isIgnored()) { 896 // Doing several glScissor/glClear here can negatively impact 897 // GPUs with a tiler architecture, instead we draw quads with 898 // the Clear blending mode 899 900 // The list contains bounds that have already been clipped 901 // against their initial clip rect, and the current clip 902 // is likely different so we need to disable clipping here 903 glDisable(GL_SCISSOR_TEST); 904 905 Vertex mesh[count * 6]; 906 Vertex* vertex = mesh; 907 908 for (uint32_t i = 0; i < count; i++) { 909 Rect* bounds = mLayers.itemAt(i); 910 911 Vertex::set(vertex++, bounds->left, bounds->bottom); 912 Vertex::set(vertex++, bounds->left, bounds->top); 913 Vertex::set(vertex++, bounds->right, bounds->top); 914 Vertex::set(vertex++, bounds->left, bounds->bottom); 915 Vertex::set(vertex++, bounds->right, bounds->top); 916 Vertex::set(vertex++, bounds->right, bounds->bottom); 917 918 delete bounds; 919 } 920 921 setupDraw(false); 922 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 923 setupDrawBlending(true, SkXfermode::kClear_Mode); 924 setupDrawProgram(); 925 setupDrawPureColorUniforms(); 926 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 927 setupDrawVertices(&mesh[0].position[0]); 928 929 glDrawArrays(GL_TRIANGLES, 0, count * 6); 930 931 glEnable(GL_SCISSOR_TEST); 932 } else { 933 for (uint32_t i = 0; i < count; i++) { 934 delete mLayers.itemAt(i); 935 } 936 } 937 938 mLayers.clear(); 939} 940 941/////////////////////////////////////////////////////////////////////////////// 942// Transforms 943/////////////////////////////////////////////////////////////////////////////// 944 945void OpenGLRenderer::translate(float dx, float dy) { 946 mSnapshot->transform->translate(dx, dy, 0.0f); 947} 948 949void OpenGLRenderer::rotate(float degrees) { 950 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 951} 952 953void OpenGLRenderer::scale(float sx, float sy) { 954 mSnapshot->transform->scale(sx, sy, 1.0f); 955} 956 957void OpenGLRenderer::skew(float sx, float sy) { 958 mSnapshot->transform->skew(sx, sy); 959} 960 961void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 962 if (matrix) { 963 mSnapshot->transform->load(*matrix); 964 } else { 965 mSnapshot->transform->loadIdentity(); 966 } 967} 968 969void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 970 mSnapshot->transform->copyTo(*matrix); 971} 972 973void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 974 SkMatrix transform; 975 mSnapshot->transform->copyTo(transform); 976 transform.preConcat(*matrix); 977 mSnapshot->transform->load(transform); 978} 979 980/////////////////////////////////////////////////////////////////////////////// 981// Clipping 982/////////////////////////////////////////////////////////////////////////////// 983 984void OpenGLRenderer::setScissorFromClip() { 985 Rect clip(*mSnapshot->clipRect); 986 clip.snapToPixelBoundaries(); 987 988 mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 989 clip.getWidth(), clip.getHeight()); 990 991 mDirtyClip = false; 992} 993 994const Rect& OpenGLRenderer::getClipBounds() { 995 return mSnapshot->getLocalClip(); 996} 997 998bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 999 if (mSnapshot->isIgnored()) { 1000 return true; 1001 } 1002 1003 Rect r(left, top, right, bottom); 1004 mSnapshot->transform->mapRect(r); 1005 r.snapToPixelBoundaries(); 1006 1007 Rect clipRect(*mSnapshot->clipRect); 1008 clipRect.snapToPixelBoundaries(); 1009 1010 return !clipRect.intersects(r); 1011} 1012 1013bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1014 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1015 if (clipped) { 1016 dirtyClip(); 1017 } 1018 return !mSnapshot->clipRect->isEmpty(); 1019} 1020 1021/////////////////////////////////////////////////////////////////////////////// 1022// Drawing commands 1023/////////////////////////////////////////////////////////////////////////////// 1024 1025void OpenGLRenderer::setupDraw(bool clear) { 1026 if (clear) clearLayerRegions(); 1027 if (mDirtyClip) { 1028 setScissorFromClip(); 1029 } 1030 mDescription.reset(); 1031 mSetShaderColor = false; 1032 mColorSet = false; 1033 mColorA = mColorR = mColorG = mColorB = 0.0f; 1034 mTextureUnit = 0; 1035 mTrackDirtyRegions = true; 1036} 1037 1038void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1039 mDescription.hasTexture = true; 1040 mDescription.hasAlpha8Texture = isAlpha8; 1041} 1042 1043void OpenGLRenderer::setupDrawWithExternalTexture() { 1044 mDescription.hasExternalTexture = true; 1045} 1046 1047void OpenGLRenderer::setupDrawNoTexture() { 1048 mCaches.disbaleTexCoordsVertexArray(); 1049} 1050 1051void OpenGLRenderer::setupDrawAALine() { 1052 mDescription.isAA = true; 1053} 1054 1055void OpenGLRenderer::setupDrawPoint(float pointSize) { 1056 mDescription.isPoint = true; 1057 mDescription.pointSize = pointSize; 1058} 1059 1060void OpenGLRenderer::setupDrawColor(int color) { 1061 setupDrawColor(color, (color >> 24) & 0xFF); 1062} 1063 1064void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1065 mColorA = alpha / 255.0f; 1066 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1067 // the rgb values by a instead of also dividing by 255 1068 const float a = mColorA / 255.0f; 1069 mColorR = a * ((color >> 16) & 0xFF); 1070 mColorG = a * ((color >> 8) & 0xFF); 1071 mColorB = a * ((color ) & 0xFF); 1072 mColorSet = true; 1073 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1074} 1075 1076void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1077 mColorA = alpha / 255.0f; 1078 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1079 // the rgb values by a instead of also dividing by 255 1080 const float a = mColorA / 255.0f; 1081 mColorR = a * ((color >> 16) & 0xFF); 1082 mColorG = a * ((color >> 8) & 0xFF); 1083 mColorB = a * ((color ) & 0xFF); 1084 mColorSet = true; 1085 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1086} 1087 1088void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1089 mColorA = a; 1090 mColorR = r; 1091 mColorG = g; 1092 mColorB = b; 1093 mColorSet = true; 1094 mSetShaderColor = mDescription.setColor(r, g, b, a); 1095} 1096 1097void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 1098 mColorA = a; 1099 mColorR = r; 1100 mColorG = g; 1101 mColorB = b; 1102 mColorSet = true; 1103 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 1104} 1105 1106void OpenGLRenderer::setupDrawShader() { 1107 if (mShader) { 1108 mShader->describe(mDescription, mCaches.extensions); 1109 } 1110} 1111 1112void OpenGLRenderer::setupDrawColorFilter() { 1113 if (mColorFilter) { 1114 mColorFilter->describe(mDescription, mCaches.extensions); 1115 } 1116} 1117 1118void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1119 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1120 mColorA = 1.0f; 1121 mColorR = mColorG = mColorB = 0.0f; 1122 mSetShaderColor = mDescription.modulate = true; 1123 } 1124} 1125 1126void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1127 // When the blending mode is kClear_Mode, we need to use a modulate color 1128 // argb=1,0,0,0 1129 accountForClear(mode); 1130 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1131 mDescription, swapSrcDst); 1132} 1133 1134void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1135 // When the blending mode is kClear_Mode, we need to use a modulate color 1136 // argb=1,0,0,0 1137 accountForClear(mode); 1138 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1139 mDescription, swapSrcDst); 1140} 1141 1142void OpenGLRenderer::setupDrawProgram() { 1143 useProgram(mCaches.programCache.get(mDescription)); 1144} 1145 1146void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1147 mTrackDirtyRegions = false; 1148} 1149 1150void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1151 bool ignoreTransform) { 1152 mModelView.loadTranslate(left, top, 0.0f); 1153 if (!ignoreTransform) { 1154 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1155 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1156 } else { 1157 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1158 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1159 } 1160} 1161 1162void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1163 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1164} 1165 1166void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1167 bool ignoreTransform, bool ignoreModelView) { 1168 if (!ignoreModelView) { 1169 mModelView.loadTranslate(left, top, 0.0f); 1170 mModelView.scale(right - left, bottom - top, 1.0f); 1171 } else { 1172 mModelView.loadIdentity(); 1173 } 1174 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1175 if (!ignoreTransform) { 1176 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1177 if (mTrackDirtyRegions && dirty) { 1178 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1179 } 1180 } else { 1181 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1182 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1183 } 1184} 1185 1186void OpenGLRenderer::setupDrawPointUniforms() { 1187 int slot = mCaches.currentProgram->getUniform("pointSize"); 1188 glUniform1f(slot, mDescription.pointSize); 1189} 1190 1191void OpenGLRenderer::setupDrawColorUniforms() { 1192 if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) { 1193 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1194 } 1195} 1196 1197void OpenGLRenderer::setupDrawPureColorUniforms() { 1198 if (mSetShaderColor) { 1199 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1200 } 1201} 1202 1203void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1204 if (mShader) { 1205 if (ignoreTransform) { 1206 mModelView.loadInverse(*mSnapshot->transform); 1207 } 1208 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1209 } 1210} 1211 1212void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1213 if (mShader) { 1214 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1215 } 1216} 1217 1218void OpenGLRenderer::setupDrawColorFilterUniforms() { 1219 if (mColorFilter) { 1220 mColorFilter->setupProgram(mCaches.currentProgram); 1221 } 1222} 1223 1224void OpenGLRenderer::setupDrawSimpleMesh() { 1225 bool force = mCaches.bindMeshBuffer(); 1226 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0); 1227 mCaches.unbindIndicesBuffer(); 1228} 1229 1230void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1231 bindTexture(texture); 1232 mTextureUnit++; 1233 mCaches.enableTexCoordsVertexArray(); 1234} 1235 1236void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1237 bindExternalTexture(texture); 1238 mTextureUnit++; 1239 mCaches.enableTexCoordsVertexArray(); 1240} 1241 1242void OpenGLRenderer::setupDrawTextureTransform() { 1243 mDescription.hasTextureTransform = true; 1244} 1245 1246void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1247 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1248 GL_FALSE, &transform.data[0]); 1249} 1250 1251void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1252 bool force = false; 1253 if (!vertices) { 1254 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1255 } else { 1256 force = mCaches.unbindMeshBuffer(); 1257 } 1258 1259 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1260 if (mCaches.currentProgram->texCoords >= 0) { 1261 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1262 } 1263 1264 mCaches.unbindIndicesBuffer(); 1265} 1266 1267void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1268 bool force = mCaches.unbindMeshBuffer(); 1269 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1270 if (mCaches.currentProgram->texCoords >= 0) { 1271 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1272 } 1273} 1274 1275void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1276 bool force = mCaches.unbindMeshBuffer(); 1277 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1278 vertices, gVertexStride); 1279 mCaches.unbindIndicesBuffer(); 1280} 1281 1282/** 1283 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1284 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1285 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1286 * attributes (one per vertex) are values from zero to one that tells the fragment 1287 * shader where the fragment is in relation to the line width/length overall; these values are 1288 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1289 * region of the line. 1290 * Note that we only pass down the width values in this setup function. The length coordinates 1291 * are set up for each individual segment. 1292 */ 1293void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1294 GLvoid* lengthCoords, float boundaryWidthProportion) { 1295 bool force = mCaches.unbindMeshBuffer(); 1296 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1297 vertices, gAAVertexStride); 1298 mCaches.resetTexCoordsVertexPointer(); 1299 mCaches.unbindIndicesBuffer(); 1300 1301 int widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1302 glEnableVertexAttribArray(widthSlot); 1303 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1304 1305 int lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1306 glEnableVertexAttribArray(lengthSlot); 1307 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1308 1309 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1310 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1311 1312 // Setting the inverse value saves computations per-fragment in the shader 1313 int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1314 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1315} 1316 1317void OpenGLRenderer::finishDrawTexture() { 1318} 1319 1320/////////////////////////////////////////////////////////////////////////////// 1321// Drawing 1322/////////////////////////////////////////////////////////////////////////////// 1323 1324status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height, 1325 Rect& dirty, int32_t flags, uint32_t level) { 1326 float top = 0; 1327 float left = 0; 1328 float right = width; 1329 float bottom = height; 1330 if (USE_DISPLAY_LIST_PROPERTIES) { 1331 Rect transformedRect; 1332 displayList->transformRect(left, top, right, bottom, transformedRect); 1333 left = transformedRect.left; 1334 top = transformedRect.top; 1335 right = transformedRect.right; 1336 bottom = transformedRect.bottom; 1337 } 1338 if (quickReject(left, top, right, bottom)) { 1339 return false; 1340 } 1341 1342 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1343 // will be performed by the display list itself 1344 if (displayList && displayList->isRenderable()) { 1345 return displayList->replay(*this, width, height, dirty, flags, level); 1346 } 1347 1348 return DrawGlInfo::kStatusDone; 1349} 1350 1351void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1352 if (displayList) { 1353 displayList->output(*this, level); 1354 } 1355} 1356 1357void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1358 int alpha; 1359 SkXfermode::Mode mode; 1360 getAlphaAndMode(paint, &alpha, &mode); 1361 1362 float x = left; 1363 float y = top; 1364 1365 GLenum filter = GL_LINEAR; 1366 bool ignoreTransform = false; 1367 if (mSnapshot->transform->isPureTranslate()) { 1368 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1369 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1370 ignoreTransform = true; 1371 filter = GL_NEAREST; 1372 } else { 1373 filter = FILTER(paint); 1374 } 1375 1376 setupDraw(); 1377 setupDrawWithTexture(true); 1378 if (paint) { 1379 setupDrawAlpha8Color(paint->getColor(), alpha); 1380 } 1381 setupDrawColorFilter(); 1382 setupDrawShader(); 1383 setupDrawBlending(true, mode); 1384 setupDrawProgram(); 1385 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1386 1387 setupDrawTexture(texture->id); 1388 texture->setWrap(GL_CLAMP_TO_EDGE); 1389 texture->setFilter(filter); 1390 1391 setupDrawPureColorUniforms(); 1392 setupDrawColorFilterUniforms(); 1393 setupDrawShaderUniforms(); 1394 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1395 1396 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1397 1398 finishDrawTexture(); 1399} 1400 1401void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1402 const float right = left + bitmap->width(); 1403 const float bottom = top + bitmap->height(); 1404 1405 if (quickReject(left, top, right, bottom)) { 1406 return; 1407 } 1408 1409 mCaches.activeTexture(0); 1410 Texture* texture = mCaches.textureCache.get(bitmap); 1411 if (!texture) return; 1412 const AutoTexture autoCleanup(texture); 1413 1414 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1415 drawAlphaBitmap(texture, left, top, paint); 1416 } else { 1417 drawTextureRect(left, top, right, bottom, texture, paint); 1418 } 1419} 1420 1421void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1422 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1423 const mat4 transform(*matrix); 1424 transform.mapRect(r); 1425 1426 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1427 return; 1428 } 1429 1430 mCaches.activeTexture(0); 1431 Texture* texture = mCaches.textureCache.get(bitmap); 1432 if (!texture) return; 1433 const AutoTexture autoCleanup(texture); 1434 1435 // This could be done in a cheaper way, all we need is pass the matrix 1436 // to the vertex shader. The save/restore is a bit overkill. 1437 save(SkCanvas::kMatrix_SaveFlag); 1438 concatMatrix(matrix); 1439 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1440 restore(); 1441} 1442 1443void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1444 float* vertices, int* colors, SkPaint* paint) { 1445 // TODO: Do a quickReject 1446 if (!vertices || mSnapshot->isIgnored()) { 1447 return; 1448 } 1449 1450 mCaches.activeTexture(0); 1451 Texture* texture = mCaches.textureCache.get(bitmap); 1452 if (!texture) return; 1453 const AutoTexture autoCleanup(texture); 1454 1455 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1456 texture->setFilter(FILTER(paint), true); 1457 1458 int alpha; 1459 SkXfermode::Mode mode; 1460 getAlphaAndMode(paint, &alpha, &mode); 1461 1462 const uint32_t count = meshWidth * meshHeight * 6; 1463 1464 float left = FLT_MAX; 1465 float top = FLT_MAX; 1466 float right = FLT_MIN; 1467 float bottom = FLT_MIN; 1468 1469#if RENDER_LAYERS_AS_REGIONS 1470 const bool hasActiveLayer = hasLayer(); 1471#else 1472 const bool hasActiveLayer = false; 1473#endif 1474 1475 // TODO: Support the colors array 1476 TextureVertex mesh[count]; 1477 TextureVertex* vertex = mesh; 1478 for (int32_t y = 0; y < meshHeight; y++) { 1479 for (int32_t x = 0; x < meshWidth; x++) { 1480 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1481 1482 float u1 = float(x) / meshWidth; 1483 float u2 = float(x + 1) / meshWidth; 1484 float v1 = float(y) / meshHeight; 1485 float v2 = float(y + 1) / meshHeight; 1486 1487 int ax = i + (meshWidth + 1) * 2; 1488 int ay = ax + 1; 1489 int bx = i; 1490 int by = bx + 1; 1491 int cx = i + 2; 1492 int cy = cx + 1; 1493 int dx = i + (meshWidth + 1) * 2 + 2; 1494 int dy = dx + 1; 1495 1496 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1497 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1498 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1499 1500 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1501 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1502 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1503 1504#if RENDER_LAYERS_AS_REGIONS 1505 if (hasActiveLayer) { 1506 // TODO: This could be optimized to avoid unnecessary ops 1507 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1508 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1509 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1510 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1511 } 1512#endif 1513 } 1514 } 1515 1516#if RENDER_LAYERS_AS_REGIONS 1517 if (hasActiveLayer) { 1518 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1519 } 1520#endif 1521 1522 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1523 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1524 GL_TRIANGLES, count, false, false, 0, false, false); 1525} 1526 1527void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1528 float srcLeft, float srcTop, float srcRight, float srcBottom, 1529 float dstLeft, float dstTop, float dstRight, float dstBottom, 1530 SkPaint* paint) { 1531 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1532 return; 1533 } 1534 1535 mCaches.activeTexture(0); 1536 Texture* texture = mCaches.textureCache.get(bitmap); 1537 if (!texture) return; 1538 const AutoTexture autoCleanup(texture); 1539 1540 const float width = texture->width; 1541 const float height = texture->height; 1542 1543 const float u1 = fmax(0.0f, srcLeft / width); 1544 const float v1 = fmax(0.0f, srcTop / height); 1545 const float u2 = fmin(1.0f, srcRight / width); 1546 const float v2 = fmin(1.0f, srcBottom / height); 1547 1548 mCaches.unbindMeshBuffer(); 1549 resetDrawTextureTexCoords(u1, v1, u2, v2); 1550 1551 int alpha; 1552 SkXfermode::Mode mode; 1553 getAlphaAndMode(paint, &alpha, &mode); 1554 1555 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1556 1557 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 1558 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1559 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1560 1561 GLenum filter = GL_NEAREST; 1562 // Enable linear filtering if the source rectangle is scaled 1563 if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) { 1564 filter = FILTER(paint); 1565 } 1566 1567 texture->setFilter(filter, true); 1568 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1569 texture->id, alpha / 255.0f, mode, texture->blend, 1570 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1571 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1572 } else { 1573 texture->setFilter(FILTER(paint), true); 1574 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1575 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1576 GL_TRIANGLE_STRIP, gMeshCount); 1577 } 1578 1579 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1580} 1581 1582void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1583 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1584 float left, float top, float right, float bottom, SkPaint* paint) { 1585 if (quickReject(left, top, right, bottom)) { 1586 return; 1587 } 1588 1589 mCaches.activeTexture(0); 1590 Texture* texture = mCaches.textureCache.get(bitmap); 1591 if (!texture) return; 1592 const AutoTexture autoCleanup(texture); 1593 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1594 texture->setFilter(GL_LINEAR, true); 1595 1596 int alpha; 1597 SkXfermode::Mode mode; 1598 getAlphaAndMode(paint, &alpha, &mode); 1599 1600 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1601 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1602 1603 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 1604 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1605#if RENDER_LAYERS_AS_REGIONS 1606 // Mark the current layer dirty where we are going to draw the patch 1607 if (hasLayer() && mesh->hasEmptyQuads) { 1608 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1609 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1610 const size_t count = mesh->quads.size(); 1611 for (size_t i = 0; i < count; i++) { 1612 const Rect& bounds = mesh->quads.itemAt(i); 1613 if (CC_LIKELY(pureTranslate)) { 1614 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1615 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1616 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1617 } else { 1618 dirtyLayer(left + bounds.left, top + bounds.top, 1619 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1620 } 1621 } 1622 } 1623#endif 1624 1625 if (CC_LIKELY(pureTranslate)) { 1626 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1627 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1628 1629 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1630 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1631 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1632 true, !mesh->hasEmptyQuads); 1633 } else { 1634 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1635 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1636 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1637 true, !mesh->hasEmptyQuads); 1638 } 1639 } 1640} 1641 1642/** 1643 * This function uses a similar approach to that of AA lines in the drawLines() function. 1644 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment 1645 * shader to compute the translucency of the color, determined by whether a given pixel is 1646 * within that boundary region and how far into the region it is. 1647 */ 1648void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom, 1649 int color, SkXfermode::Mode mode) { 1650 float inverseScaleX = 1.0f; 1651 float inverseScaleY = 1.0f; 1652 // The quad that we use needs to account for scaling. 1653 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 1654 Matrix4 *mat = mSnapshot->transform; 1655 float m00 = mat->data[Matrix4::kScaleX]; 1656 float m01 = mat->data[Matrix4::kSkewY]; 1657 float m02 = mat->data[2]; 1658 float m10 = mat->data[Matrix4::kSkewX]; 1659 float m11 = mat->data[Matrix4::kScaleX]; 1660 float m12 = mat->data[6]; 1661 float scaleX = sqrt(m00 * m00 + m01 * m01); 1662 float scaleY = sqrt(m10 * m10 + m11 * m11); 1663 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1664 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1665 } 1666 1667 setupDraw(); 1668 setupDrawNoTexture(); 1669 setupDrawAALine(); 1670 setupDrawColor(color); 1671 setupDrawColorFilter(); 1672 setupDrawShader(); 1673 setupDrawBlending(true, mode); 1674 setupDrawProgram(); 1675 setupDrawModelViewIdentity(true); 1676 setupDrawColorUniforms(); 1677 setupDrawColorFilterUniforms(); 1678 setupDrawShaderIdentityUniforms(); 1679 1680 AAVertex rects[4]; 1681 AAVertex* aaVertices = &rects[0]; 1682 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1683 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1684 1685 float boundarySizeX = .5 * inverseScaleX; 1686 float boundarySizeY = .5 * inverseScaleY; 1687 1688 // Adjust the rect by the AA boundary padding 1689 left -= boundarySizeX; 1690 right += boundarySizeX; 1691 top -= boundarySizeY; 1692 bottom += boundarySizeY; 1693 1694 float width = right - left; 1695 float height = bottom - top; 1696 1697 float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0; 1698 float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0; 1699 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); 1700 int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1701 int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1702 glUniform1f(boundaryLengthSlot, boundaryHeightProportion); 1703 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryHeightProportion)); 1704 1705 if (!quickReject(left, top, right, bottom)) { 1706 AAVertex::set(aaVertices++, left, bottom, 1, 1); 1707 AAVertex::set(aaVertices++, left, top, 1, 0); 1708 AAVertex::set(aaVertices++, right, bottom, 0, 1); 1709 AAVertex::set(aaVertices++, right, top, 0, 0); 1710 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1711 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 1712 } 1713} 1714 1715/** 1716 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1717 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1718 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1719 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 1720 * of the line. Hairlines are more involved because we need to account for transform scaling 1721 * to end up with a one-pixel-wide line in screen space.. 1722 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 1723 * in combination with values that we calculate and pass down in this method. The basic approach 1724 * is that the quad we create contains both the core line area plus a bounding area in which 1725 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 1726 * proportion of the width and the length of a given segment is represented by the boundary 1727 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 1728 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 1729 * on the inside). This ends up giving the result we want, with pixels that are completely 1730 * 'inside' the line area being filled opaquely and the other pixels being filled according to 1731 * how far into the boundary region they are, which is determined by shader interpolation. 1732 */ 1733void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1734 if (mSnapshot->isIgnored()) return; 1735 1736 const bool isAA = paint->isAntiAlias(); 1737 // We use half the stroke width here because we're going to position the quad 1738 // corner vertices half of the width away from the line endpoints 1739 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 1740 // A stroke width of 0 has a special meaning in Skia: 1741 // it draws a line 1 px wide regardless of current transform 1742 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1743 float inverseScaleX = 1.0f; 1744 float inverseScaleY = 1.0f; 1745 bool scaled = false; 1746 int alpha; 1747 SkXfermode::Mode mode; 1748 int generatedVerticesCount = 0; 1749 int verticesCount = count; 1750 if (count > 4) { 1751 // Polyline: account for extra vertices needed for continuous tri-strip 1752 verticesCount += (count - 4); 1753 } 1754 1755 if (isHairLine || isAA) { 1756 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 1757 // the line on the screen should always be one pixel wide regardless of scale. For 1758 // AA lines, we only want one pixel of translucent boundary around the quad. 1759 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 1760 Matrix4 *mat = mSnapshot->transform; 1761 float m00 = mat->data[Matrix4::kScaleX]; 1762 float m01 = mat->data[Matrix4::kSkewY]; 1763 float m02 = mat->data[2]; 1764 float m10 = mat->data[Matrix4::kSkewX]; 1765 float m11 = mat->data[Matrix4::kScaleX]; 1766 float m12 = mat->data[6]; 1767 float scaleX = sqrtf(m00 * m00 + m01 * m01); 1768 float scaleY = sqrtf(m10 * m10 + m11 * m11); 1769 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1770 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1771 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 1772 scaled = true; 1773 } 1774 } 1775 } 1776 1777 getAlphaAndMode(paint, &alpha, &mode); 1778 setupDraw(); 1779 setupDrawNoTexture(); 1780 if (isAA) { 1781 setupDrawAALine(); 1782 } 1783 setupDrawColor(paint->getColor(), alpha); 1784 setupDrawColorFilter(); 1785 setupDrawShader(); 1786 setupDrawBlending(isAA, mode); 1787 setupDrawProgram(); 1788 setupDrawModelViewIdentity(true); 1789 setupDrawColorUniforms(); 1790 setupDrawColorFilterUniforms(); 1791 setupDrawShaderIdentityUniforms(); 1792 1793 if (isHairLine) { 1794 // Set a real stroke width to be used in quad construction 1795 halfStrokeWidth = isAA? 1 : .5; 1796 } else if (isAA && !scaled) { 1797 // Expand boundary to enable AA calculations on the quad border 1798 halfStrokeWidth += .5f; 1799 } 1800 Vertex lines[verticesCount]; 1801 Vertex* vertices = &lines[0]; 1802 AAVertex wLines[verticesCount]; 1803 AAVertex* aaVertices = &wLines[0]; 1804 if (CC_UNLIKELY(!isAA)) { 1805 setupDrawVertices(vertices); 1806 } else { 1807 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1808 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1809 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 1810 // AA stroke width (the base stroke width expanded by a half pixel on either side). 1811 // This value is used in the fragment shader to determine how to fill fragments. 1812 // We will need to calculate the actual width proportion on each segment for 1813 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 1814 float boundaryWidthProportion = 1 / (2 * halfStrokeWidth); 1815 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); 1816 } 1817 1818 AAVertex* prevAAVertex = NULL; 1819 Vertex* prevVertex = NULL; 1820 1821 int boundaryLengthSlot = -1; 1822 int inverseBoundaryLengthSlot = -1; 1823 int boundaryWidthSlot = -1; 1824 int inverseBoundaryWidthSlot = -1; 1825 for (int i = 0; i < count; i += 4) { 1826 // a = start point, b = end point 1827 vec2 a(points[i], points[i + 1]); 1828 vec2 b(points[i + 2], points[i + 3]); 1829 float length = 0; 1830 float boundaryLengthProportion = 0; 1831 float boundaryWidthProportion = 0; 1832 1833 // Find the normal to the line 1834 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 1835 if (isHairLine) { 1836 if (isAA) { 1837 float wideningFactor; 1838 if (fabs(n.x) >= fabs(n.y)) { 1839 wideningFactor = fabs(1.0f / n.x); 1840 } else { 1841 wideningFactor = fabs(1.0f / n.y); 1842 } 1843 n *= wideningFactor; 1844 } 1845 if (scaled) { 1846 n.x *= inverseScaleX; 1847 n.y *= inverseScaleY; 1848 } 1849 } else if (scaled) { 1850 // Extend n by .5 pixel on each side, post-transform 1851 vec2 extendedN = n.copyNormalized(); 1852 extendedN /= 2; 1853 extendedN.x *= inverseScaleX; 1854 extendedN.y *= inverseScaleY; 1855 float extendedNLength = extendedN.length(); 1856 // We need to set this value on the shader prior to drawing 1857 boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength); 1858 n += extendedN; 1859 } 1860 float x = n.x; 1861 n.x = -n.y; 1862 n.y = x; 1863 1864 // aa lines expand the endpoint vertices to encompass the AA boundary 1865 if (isAA) { 1866 vec2 abVector = (b - a); 1867 length = abVector.length(); 1868 abVector.normalize(); 1869 if (scaled) { 1870 abVector.x *= inverseScaleX; 1871 abVector.y *= inverseScaleY; 1872 float abLength = abVector.length(); 1873 boundaryLengthProportion = abLength / (length + abLength); 1874 } else { 1875 boundaryLengthProportion = .5 / (length + 1); 1876 } 1877 abVector /= 2; 1878 a -= abVector; 1879 b += abVector; 1880 } 1881 1882 // Four corners of the rectangle defining a thick line 1883 vec2 p1 = a - n; 1884 vec2 p2 = a + n; 1885 vec2 p3 = b + n; 1886 vec2 p4 = b - n; 1887 1888 1889 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1890 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1891 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1892 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1893 1894 if (!quickReject(left, top, right, bottom)) { 1895 if (!isAA) { 1896 if (prevVertex != NULL) { 1897 // Issue two repeat vertices to create degenerate triangles to bridge 1898 // between the previous line and the new one. This is necessary because 1899 // we are creating a single triangle_strip which will contain 1900 // potentially discontinuous line segments. 1901 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 1902 Vertex::set(vertices++, p1.x, p1.y); 1903 generatedVerticesCount += 2; 1904 } 1905 Vertex::set(vertices++, p1.x, p1.y); 1906 Vertex::set(vertices++, p2.x, p2.y); 1907 Vertex::set(vertices++, p4.x, p4.y); 1908 Vertex::set(vertices++, p3.x, p3.y); 1909 prevVertex = vertices - 1; 1910 generatedVerticesCount += 4; 1911 } else { 1912 if (!isHairLine && scaled) { 1913 // Must set width proportions per-segment for scaled non-hairlines to use the 1914 // correct AA boundary dimensions 1915 if (boundaryWidthSlot < 0) { 1916 boundaryWidthSlot = 1917 mCaches.currentProgram->getUniform("boundaryWidth"); 1918 inverseBoundaryWidthSlot = 1919 mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1920 } 1921 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1922 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1923 } 1924 if (boundaryLengthSlot < 0) { 1925 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1926 inverseBoundaryLengthSlot = 1927 mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1928 } 1929 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 1930 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion)); 1931 1932 if (prevAAVertex != NULL) { 1933 // Issue two repeat vertices to create degenerate triangles to bridge 1934 // between the previous line and the new one. This is necessary because 1935 // we are creating a single triangle_strip which will contain 1936 // potentially discontinuous line segments. 1937 AAVertex::set(aaVertices++,prevAAVertex->position[0], 1938 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 1939 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1940 generatedVerticesCount += 2; 1941 } 1942 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1943 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 1944 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 1945 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 1946 prevAAVertex = aaVertices - 1; 1947 generatedVerticesCount += 4; 1948 } 1949 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 1950 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 1951 *mSnapshot->transform); 1952 } 1953 } 1954 if (generatedVerticesCount > 0) { 1955 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 1956 } 1957} 1958 1959void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 1960 if (mSnapshot->isIgnored()) return; 1961 1962 // TODO: The paint's cap style defines whether the points are square or circular 1963 // TODO: Handle AA for round points 1964 1965 // A stroke width of 0 has a special meaning in Skia: 1966 // it draws an unscaled 1px point 1967 float strokeWidth = paint->getStrokeWidth(); 1968 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1969 if (isHairLine) { 1970 // Now that we know it's hairline, we can set the effective width, to be used later 1971 strokeWidth = 1.0f; 1972 } 1973 const float halfWidth = strokeWidth / 2; 1974 int alpha; 1975 SkXfermode::Mode mode; 1976 getAlphaAndMode(paint, &alpha, &mode); 1977 1978 int verticesCount = count >> 1; 1979 int generatedVerticesCount = 0; 1980 1981 TextureVertex pointsData[verticesCount]; 1982 TextureVertex* vertex = &pointsData[0]; 1983 1984 setupDraw(); 1985 setupDrawNoTexture(); 1986 setupDrawPoint(strokeWidth); 1987 setupDrawColor(paint->getColor(), alpha); 1988 setupDrawColorFilter(); 1989 setupDrawShader(); 1990 setupDrawBlending(mode); 1991 setupDrawProgram(); 1992 setupDrawModelViewIdentity(true); 1993 setupDrawColorUniforms(); 1994 setupDrawColorFilterUniforms(); 1995 setupDrawPointUniforms(); 1996 setupDrawShaderIdentityUniforms(); 1997 setupDrawMesh(vertex); 1998 1999 for (int i = 0; i < count; i += 2) { 2000 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 2001 generatedVerticesCount++; 2002 float left = points[i] - halfWidth; 2003 float right = points[i] + halfWidth; 2004 float top = points[i + 1] - halfWidth; 2005 float bottom = points [i + 1] + halfWidth; 2006 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 2007 } 2008 2009 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 2010} 2011 2012void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2013 // No need to check against the clip, we fill the clip region 2014 if (mSnapshot->isIgnored()) return; 2015 2016 Rect& clip(*mSnapshot->clipRect); 2017 clip.snapToPixelBoundaries(); 2018 2019 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2020} 2021 2022void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 2023 if (!texture) return; 2024 const AutoTexture autoCleanup(texture); 2025 2026 const float x = left + texture->left - texture->offset; 2027 const float y = top + texture->top - texture->offset; 2028 2029 drawPathTexture(texture, x, y, paint); 2030} 2031 2032void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2033 float rx, float ry, SkPaint* paint) { 2034 if (mSnapshot->isIgnored()) return; 2035 2036 mCaches.activeTexture(0); 2037 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 2038 right - left, bottom - top, rx, ry, paint); 2039 drawShape(left, top, texture, paint); 2040} 2041 2042void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 2043 if (mSnapshot->isIgnored()) return; 2044 2045 mCaches.activeTexture(0); 2046 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 2047 drawShape(x - radius, y - radius, texture, paint); 2048} 2049 2050void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 2051 if (mSnapshot->isIgnored()) return; 2052 2053 mCaches.activeTexture(0); 2054 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 2055 drawShape(left, top, texture, paint); 2056} 2057 2058void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2059 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 2060 if (mSnapshot->isIgnored()) return; 2061 2062 if (fabs(sweepAngle) >= 360.0f) { 2063 drawOval(left, top, right, bottom, paint); 2064 return; 2065 } 2066 2067 mCaches.activeTexture(0); 2068 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2069 startAngle, sweepAngle, useCenter, paint); 2070 drawShape(left, top, texture, paint); 2071} 2072 2073void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 2074 SkPaint* paint) { 2075 if (mSnapshot->isIgnored()) return; 2076 2077 mCaches.activeTexture(0); 2078 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 2079 drawShape(left, top, texture, paint); 2080} 2081 2082void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2083 if (p->getStyle() != SkPaint::kFill_Style) { 2084 drawRectAsShape(left, top, right, bottom, p); 2085 return; 2086 } 2087 2088 if (quickReject(left, top, right, bottom)) { 2089 return; 2090 } 2091 2092 SkXfermode::Mode mode; 2093 if (!mCaches.extensions.hasFramebufferFetch()) { 2094 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 2095 if (!isMode) { 2096 // Assume SRC_OVER 2097 mode = SkXfermode::kSrcOver_Mode; 2098 } 2099 } else { 2100 mode = getXfermode(p->getXfermode()); 2101 } 2102 2103 int color = p->getColor(); 2104 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2105 drawAARect(left, top, right, bottom, color, mode); 2106 } else { 2107 drawColorRect(left, top, right, bottom, color, mode); 2108 } 2109} 2110 2111void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2112 const float* positions, SkPaint* paint) { 2113 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2114 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2115 return; 2116 } 2117 2118 // NOTE: Skia does not support perspective transform on drawPosText yet 2119 if (!mSnapshot->transform->isSimple()) { 2120 return; 2121 } 2122 2123 float x = 0.0f; 2124 float y = 0.0f; 2125 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2126 if (pureTranslate) { 2127 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2128 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2129 } 2130 2131 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2132 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2133 paint->getTextSize()); 2134 2135 int alpha; 2136 SkXfermode::Mode mode; 2137 getAlphaAndMode(paint, &alpha, &mode); 2138 2139 // Pick the appropriate texture filtering 2140 bool linearFilter = mSnapshot->transform->changesBounds(); 2141 if (pureTranslate && !linearFilter) { 2142 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2143 } 2144 2145 mCaches.activeTexture(0); 2146 setupDraw(); 2147 setupDrawDirtyRegionsDisabled(); 2148 setupDrawWithTexture(true); 2149 setupDrawAlpha8Color(paint->getColor(), alpha); 2150 setupDrawColorFilter(); 2151 setupDrawShader(); 2152 setupDrawBlending(true, mode); 2153 setupDrawProgram(); 2154 setupDrawModelView(x, y, x, y, pureTranslate, true); 2155 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2156 setupDrawPureColorUniforms(); 2157 setupDrawColorFilterUniforms(); 2158 setupDrawShaderUniforms(pureTranslate); 2159 2160 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2161 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2162 2163#if RENDER_LAYERS_AS_REGIONS 2164 const bool hasActiveLayer = hasLayer(); 2165#else 2166 const bool hasActiveLayer = false; 2167#endif 2168 2169 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2170 positions, hasActiveLayer ? &bounds : NULL)) { 2171#if RENDER_LAYERS_AS_REGIONS 2172 if (hasActiveLayer) { 2173 if (!pureTranslate) { 2174 mSnapshot->transform->mapRect(bounds); 2175 } 2176 dirtyLayerUnchecked(bounds, getRegion()); 2177 } 2178#endif 2179 } 2180} 2181 2182void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2183 float x, float y, SkPaint* paint, float length) { 2184 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2185 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2186 return; 2187 } 2188 2189 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2190 switch (paint->getTextAlign()) { 2191 case SkPaint::kCenter_Align: 2192 x -= length / 2.0f; 2193 break; 2194 case SkPaint::kRight_Align: 2195 x -= length; 2196 break; 2197 default: 2198 break; 2199 } 2200 2201 SkPaint::FontMetrics metrics; 2202 paint->getFontMetrics(&metrics, 0.0f); 2203 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2204 return; 2205 } 2206 2207 const float oldX = x; 2208 const float oldY = y; 2209 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2210 if (CC_LIKELY(pureTranslate)) { 2211 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2212 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2213 } 2214 2215#if DEBUG_GLYPHS 2216 ALOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface())); 2217#endif 2218 2219 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2220 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2221 paint->getTextSize()); 2222 2223 int alpha; 2224 SkXfermode::Mode mode; 2225 getAlphaAndMode(paint, &alpha, &mode); 2226 2227 if (CC_UNLIKELY(mHasShadow)) { 2228 mCaches.activeTexture(0); 2229 2230 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2231 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2232 paint, text, bytesCount, count, mShadowRadius); 2233 const AutoTexture autoCleanup(shadow); 2234 2235 const float sx = oldX - shadow->left + mShadowDx; 2236 const float sy = oldY - shadow->top + mShadowDy; 2237 2238 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 2239 int shadowColor = mShadowColor; 2240 if (mShader) { 2241 shadowColor = 0xffffffff; 2242 } 2243 2244 setupDraw(); 2245 setupDrawWithTexture(true); 2246 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2247 setupDrawColorFilter(); 2248 setupDrawShader(); 2249 setupDrawBlending(true, mode); 2250 setupDrawProgram(); 2251 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2252 setupDrawTexture(shadow->id); 2253 setupDrawPureColorUniforms(); 2254 setupDrawColorFilterUniforms(); 2255 setupDrawShaderUniforms(); 2256 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2257 2258 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2259 } 2260 2261 // Pick the appropriate texture filtering 2262 bool linearFilter = mSnapshot->transform->changesBounds(); 2263 if (pureTranslate && !linearFilter) { 2264 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2265 } 2266 2267 mCaches.activeTexture(0); 2268 setupDraw(); 2269 setupDrawDirtyRegionsDisabled(); 2270 setupDrawWithTexture(true); 2271 setupDrawAlpha8Color(paint->getColor(), alpha); 2272 setupDrawColorFilter(); 2273 setupDrawShader(); 2274 setupDrawBlending(true, mode); 2275 setupDrawProgram(); 2276 setupDrawModelView(x, y, x, y, pureTranslate, true); 2277 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2278 setupDrawPureColorUniforms(); 2279 setupDrawColorFilterUniforms(); 2280 setupDrawShaderUniforms(pureTranslate); 2281 2282 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2283 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2284 2285#if RENDER_LAYERS_AS_REGIONS 2286 const bool hasActiveLayer = hasLayer(); 2287#else 2288 const bool hasActiveLayer = false; 2289#endif 2290 2291 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 2292 hasActiveLayer ? &bounds : NULL)) { 2293#if RENDER_LAYERS_AS_REGIONS 2294 if (hasActiveLayer) { 2295 if (!pureTranslate) { 2296 mSnapshot->transform->mapRect(bounds); 2297 } 2298 dirtyLayerUnchecked(bounds, getRegion()); 2299 } 2300#endif 2301 } 2302 2303 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2304} 2305 2306void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2307 float hOffset, float vOffset, SkPaint* paint) { 2308 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2309 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2310 return; 2311 } 2312 2313 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2314 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2315 paint->getTextSize()); 2316 2317 int alpha; 2318 SkXfermode::Mode mode; 2319 getAlphaAndMode(paint, &alpha, &mode); 2320 2321 mCaches.activeTexture(0); 2322 setupDraw(); 2323 setupDrawDirtyRegionsDisabled(); 2324 setupDrawWithTexture(true); 2325 setupDrawAlpha8Color(paint->getColor(), alpha); 2326 setupDrawColorFilter(); 2327 setupDrawShader(); 2328 setupDrawBlending(true, mode); 2329 setupDrawProgram(); 2330 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2331 setupDrawTexture(fontRenderer.getTexture(true)); 2332 setupDrawPureColorUniforms(); 2333 setupDrawColorFilterUniforms(); 2334 setupDrawShaderUniforms(false); 2335 2336 const Rect* clip = &mSnapshot->getLocalClip(); 2337 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2338 2339#if RENDER_LAYERS_AS_REGIONS 2340 const bool hasActiveLayer = hasLayer(); 2341#else 2342 const bool hasActiveLayer = false; 2343#endif 2344 2345 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2346 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2347#if RENDER_LAYERS_AS_REGIONS 2348 if (hasActiveLayer) { 2349 mSnapshot->transform->mapRect(bounds); 2350 dirtyLayerUnchecked(bounds, getRegion()); 2351 } 2352#endif 2353 } 2354} 2355 2356void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2357 if (mSnapshot->isIgnored()) return; 2358 2359 mCaches.activeTexture(0); 2360 2361 // TODO: Perform early clip test before we rasterize the path 2362 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2363 if (!texture) return; 2364 const AutoTexture autoCleanup(texture); 2365 2366 const float x = texture->left - texture->offset; 2367 const float y = texture->top - texture->offset; 2368 2369 drawPathTexture(texture, x, y, paint); 2370} 2371 2372void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2373 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 2374 return; 2375 } 2376 2377 if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) { 2378 OpenGLRenderer* renderer = layer->renderer; 2379 Rect& dirty = layer->dirtyRect; 2380 2381 interrupt(); 2382 renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight()); 2383 renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend()); 2384 renderer->drawDisplayList(layer->displayList, layer->getWidth(), layer->getHeight(), 2385 dirty, DisplayList::kReplayFlag_ClipChildren); 2386 renderer->finish(); 2387 resume(); 2388 2389 dirty.setEmpty(); 2390 layer->deferredUpdateScheduled = false; 2391 layer->renderer = NULL; 2392 layer->displayList = NULL; 2393 } 2394 2395 mCaches.activeTexture(0); 2396 2397 int alpha; 2398 SkXfermode::Mode mode; 2399 getAlphaAndMode(paint, &alpha, &mode); 2400 2401 layer->setAlpha(alpha, mode); 2402 2403#if RENDER_LAYERS_AS_REGIONS 2404 if (CC_LIKELY(!layer->region.isEmpty())) { 2405 if (layer->region.isRect()) { 2406 composeLayerRect(layer, layer->regionRect); 2407 } else if (layer->mesh) { 2408 const float a = alpha / 255.0f; 2409 const Rect& rect = layer->layer; 2410 2411 setupDraw(); 2412 setupDrawWithTexture(); 2413 setupDrawColor(a, a, a, a); 2414 setupDrawColorFilter(); 2415 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2416 setupDrawProgram(); 2417 setupDrawPureColorUniforms(); 2418 setupDrawColorFilterUniforms(); 2419 setupDrawTexture(layer->getTexture()); 2420 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2421 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2422 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2423 2424 layer->setFilter(GL_NEAREST); 2425 setupDrawModelViewTranslate(x, y, 2426 x + layer->layer.getWidth(), y + layer->layer.getHeight(), true); 2427 } else { 2428 layer->setFilter(GL_LINEAR); 2429 setupDrawModelViewTranslate(x, y, 2430 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2431 } 2432 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2433 2434 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2435 GL_UNSIGNED_SHORT, layer->meshIndices); 2436 2437 finishDrawTexture(); 2438 2439#if DEBUG_LAYERS_AS_REGIONS 2440 drawRegionRects(layer->region); 2441#endif 2442 } 2443 } 2444#else 2445 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2446 composeLayerRect(layer, r); 2447#endif 2448} 2449 2450/////////////////////////////////////////////////////////////////////////////// 2451// Shaders 2452/////////////////////////////////////////////////////////////////////////////// 2453 2454void OpenGLRenderer::resetShader() { 2455 mShader = NULL; 2456} 2457 2458void OpenGLRenderer::setupShader(SkiaShader* shader) { 2459 mShader = shader; 2460 if (mShader) { 2461 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2462 } 2463} 2464 2465/////////////////////////////////////////////////////////////////////////////// 2466// Color filters 2467/////////////////////////////////////////////////////////////////////////////// 2468 2469void OpenGLRenderer::resetColorFilter() { 2470 mColorFilter = NULL; 2471} 2472 2473void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2474 mColorFilter = filter; 2475} 2476 2477/////////////////////////////////////////////////////////////////////////////// 2478// Drop shadow 2479/////////////////////////////////////////////////////////////////////////////// 2480 2481void OpenGLRenderer::resetShadow() { 2482 mHasShadow = false; 2483} 2484 2485void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2486 mHasShadow = true; 2487 mShadowRadius = radius; 2488 mShadowDx = dx; 2489 mShadowDy = dy; 2490 mShadowColor = color; 2491} 2492 2493/////////////////////////////////////////////////////////////////////////////// 2494// Draw filters 2495/////////////////////////////////////////////////////////////////////////////// 2496 2497void OpenGLRenderer::resetPaintFilter() { 2498 mHasDrawFilter = false; 2499} 2500 2501void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2502 mHasDrawFilter = true; 2503 mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 2504 mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 2505} 2506 2507SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 2508 if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint; 2509 2510 uint32_t flags = paint->getFlags(); 2511 2512 mFilteredPaint = *paint; 2513 mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits); 2514 2515 return &mFilteredPaint; 2516} 2517 2518/////////////////////////////////////////////////////////////////////////////// 2519// Drawing implementation 2520/////////////////////////////////////////////////////////////////////////////// 2521 2522void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2523 float x, float y, SkPaint* paint) { 2524 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2525 return; 2526 } 2527 2528 int alpha; 2529 SkXfermode::Mode mode; 2530 getAlphaAndMode(paint, &alpha, &mode); 2531 2532 setupDraw(); 2533 setupDrawWithTexture(true); 2534 setupDrawAlpha8Color(paint->getColor(), alpha); 2535 setupDrawColorFilter(); 2536 setupDrawShader(); 2537 setupDrawBlending(true, mode); 2538 setupDrawProgram(); 2539 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2540 setupDrawTexture(texture->id); 2541 setupDrawPureColorUniforms(); 2542 setupDrawColorFilterUniforms(); 2543 setupDrawShaderUniforms(); 2544 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2545 2546 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2547 2548 finishDrawTexture(); 2549} 2550 2551// Same values used by Skia 2552#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2553#define kStdUnderline_Offset (1.0f / 9.0f) 2554#define kStdUnderline_Thickness (1.0f / 18.0f) 2555 2556void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2557 float x, float y, SkPaint* paint) { 2558 // Handle underline and strike-through 2559 uint32_t flags = paint->getFlags(); 2560 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2561 SkPaint paintCopy(*paint); 2562 float underlineWidth = length; 2563 // If length is > 0.0f, we already measured the text for the text alignment 2564 if (length <= 0.0f) { 2565 underlineWidth = paintCopy.measureText(text, bytesCount); 2566 } 2567 2568 float offsetX = 0; 2569 switch (paintCopy.getTextAlign()) { 2570 case SkPaint::kCenter_Align: 2571 offsetX = underlineWidth * 0.5f; 2572 break; 2573 case SkPaint::kRight_Align: 2574 offsetX = underlineWidth; 2575 break; 2576 default: 2577 break; 2578 } 2579 2580 if (CC_LIKELY(underlineWidth > 0.0f)) { 2581 const float textSize = paintCopy.getTextSize(); 2582 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2583 2584 const float left = x - offsetX; 2585 float top = 0.0f; 2586 2587 int linesCount = 0; 2588 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2589 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2590 2591 const int pointsCount = 4 * linesCount; 2592 float points[pointsCount]; 2593 int currentPoint = 0; 2594 2595 if (flags & SkPaint::kUnderlineText_Flag) { 2596 top = y + textSize * kStdUnderline_Offset; 2597 points[currentPoint++] = left; 2598 points[currentPoint++] = top; 2599 points[currentPoint++] = left + underlineWidth; 2600 points[currentPoint++] = top; 2601 } 2602 2603 if (flags & SkPaint::kStrikeThruText_Flag) { 2604 top = y + textSize * kStdStrikeThru_Offset; 2605 points[currentPoint++] = left; 2606 points[currentPoint++] = top; 2607 points[currentPoint++] = left + underlineWidth; 2608 points[currentPoint++] = top; 2609 } 2610 2611 paintCopy.setStrokeWidth(strokeWidth); 2612 2613 drawLines(&points[0], pointsCount, &paintCopy); 2614 } 2615 } 2616} 2617 2618void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2619 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2620 // If a shader is set, preserve only the alpha 2621 if (mShader) { 2622 color |= 0x00ffffff; 2623 } 2624 2625 setupDraw(); 2626 setupDrawNoTexture(); 2627 setupDrawColor(color); 2628 setupDrawShader(); 2629 setupDrawColorFilter(); 2630 setupDrawBlending(mode); 2631 setupDrawProgram(); 2632 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2633 setupDrawColorUniforms(); 2634 setupDrawShaderUniforms(ignoreTransform); 2635 setupDrawColorFilterUniforms(); 2636 setupDrawSimpleMesh(); 2637 2638 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2639} 2640 2641void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2642 Texture* texture, SkPaint* paint) { 2643 int alpha; 2644 SkXfermode::Mode mode; 2645 getAlphaAndMode(paint, &alpha, &mode); 2646 2647 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2648 2649 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2650 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2651 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2652 2653 texture->setFilter(GL_NEAREST, true); 2654 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2655 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2656 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2657 } else { 2658 texture->setFilter(FILTER(paint), true); 2659 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2660 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2661 GL_TRIANGLE_STRIP, gMeshCount); 2662 } 2663} 2664 2665void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2666 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2667 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2668 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2669} 2670 2671void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2672 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2673 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2674 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2675 2676 setupDraw(); 2677 setupDrawWithTexture(); 2678 setupDrawColor(alpha, alpha, alpha, alpha); 2679 setupDrawColorFilter(); 2680 setupDrawBlending(blend, mode, swapSrcDst); 2681 setupDrawProgram(); 2682 if (!dirty) { 2683 setupDrawDirtyRegionsDisabled(); 2684 } 2685 if (!ignoreScale) { 2686 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2687 } else { 2688 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2689 } 2690 setupDrawPureColorUniforms(); 2691 setupDrawColorFilterUniforms(); 2692 setupDrawTexture(texture); 2693 setupDrawMesh(vertices, texCoords, vbo); 2694 2695 glDrawArrays(drawMode, 0, elementsCount); 2696 2697 finishDrawTexture(); 2698} 2699 2700void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2701 ProgramDescription& description, bool swapSrcDst) { 2702 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2703 if (blend) { 2704 // These blend modes are not supported by OpenGL directly and have 2705 // to be implemented using shaders. Since the shader will perform 2706 // the blending, turn blending off here 2707 // If the blend mode cannot be implemented using shaders, fall 2708 // back to the default SrcOver blend mode instead 2709 if CC_UNLIKELY((mode > SkXfermode::kScreen_Mode)) { 2710 if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) { 2711 description.framebufferMode = mode; 2712 description.swapSrcDst = swapSrcDst; 2713 2714 if (mCaches.blend) { 2715 glDisable(GL_BLEND); 2716 mCaches.blend = false; 2717 } 2718 2719 return; 2720 } else { 2721 mode = SkXfermode::kSrcOver_Mode; 2722 } 2723 } 2724 2725 if (!mCaches.blend) { 2726 glEnable(GL_BLEND); 2727 } 2728 2729 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2730 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2731 2732 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2733 glBlendFunc(sourceMode, destMode); 2734 mCaches.lastSrcMode = sourceMode; 2735 mCaches.lastDstMode = destMode; 2736 } 2737 } else if (mCaches.blend) { 2738 glDisable(GL_BLEND); 2739 } 2740 mCaches.blend = blend; 2741} 2742 2743bool OpenGLRenderer::useProgram(Program* program) { 2744 if (!program->isInUse()) { 2745 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2746 program->use(); 2747 mCaches.currentProgram = program; 2748 return false; 2749 } 2750 return true; 2751} 2752 2753void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2754 TextureVertex* v = &mMeshVertices[0]; 2755 TextureVertex::setUV(v++, u1, v1); 2756 TextureVertex::setUV(v++, u2, v1); 2757 TextureVertex::setUV(v++, u1, v2); 2758 TextureVertex::setUV(v++, u2, v2); 2759} 2760 2761void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2762 if (paint) { 2763 *mode = getXfermode(paint->getXfermode()); 2764 2765 // Skia draws using the color's alpha channel if < 255 2766 // Otherwise, it uses the paint's alpha 2767 int color = paint->getColor(); 2768 *alpha = (color >> 24) & 0xFF; 2769 if (*alpha == 255) { 2770 *alpha = paint->getAlpha(); 2771 } 2772 } else { 2773 *mode = SkXfermode::kSrcOver_Mode; 2774 *alpha = 255; 2775 } 2776} 2777 2778SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 2779 SkXfermode::Mode resultMode; 2780 if (!SkXfermode::AsMode(mode, &resultMode)) { 2781 resultMode = SkXfermode::kSrcOver_Mode; 2782 } 2783 return resultMode; 2784} 2785 2786}; // namespace uirenderer 2787}; // namespace android 2788