OpenGLRenderer.cpp revision 6620c6d413f972819fada92b574f0fa9e96d36c1
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <ui/Rect.h> 30 31#include "OpenGLRenderer.h" 32#include "DisplayListRenderer.h" 33 34namespace android { 35namespace uirenderer { 36 37/////////////////////////////////////////////////////////////////////////////// 38// Defines 39/////////////////////////////////////////////////////////////////////////////// 40 41#define RAD_TO_DEG (180.0f / 3.14159265f) 42#define MIN_ANGLE 0.001f 43 44// TODO: This should be set in properties 45#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 46 47/////////////////////////////////////////////////////////////////////////////// 48// Globals 49/////////////////////////////////////////////////////////////////////////////// 50 51/** 52 * Structure mapping Skia xfermodes to OpenGL blending factors. 53 */ 54struct Blender { 55 SkXfermode::Mode mode; 56 GLenum src; 57 GLenum dst; 58}; // struct Blender 59 60// In this array, the index of each Blender equals the value of the first 61// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 62static const Blender gBlends[] = { 63 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 64 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 65 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 66 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 67 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 68 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 69 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 70 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 71 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 72 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 73 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 74 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 75}; 76 77// This array contains the swapped version of each SkXfermode. For instance 78// this array's SrcOver blending mode is actually DstOver. You can refer to 79// createLayer() for more information on the purpose of this array. 80static const Blender gBlendsSwap[] = { 81 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 82 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 83 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 84 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 85 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 86 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 87 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 88 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 89 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 90 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 91 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 92 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 93}; 94 95static const GLenum gTextureUnits[] = { 96 GL_TEXTURE0, 97 GL_TEXTURE1, 98 GL_TEXTURE2 99}; 100 101/////////////////////////////////////////////////////////////////////////////// 102// Constructors/destructor 103/////////////////////////////////////////////////////////////////////////////// 104 105OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 106 mShader = NULL; 107 mColorFilter = NULL; 108 mHasShadow = false; 109 110 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 111 112 mFirstSnapshot = new Snapshot; 113} 114 115OpenGLRenderer::~OpenGLRenderer() { 116 // The context has already been destroyed at this point, do not call 117 // GL APIs. All GL state should be kept in Caches.h 118} 119 120/////////////////////////////////////////////////////////////////////////////// 121// Setup 122/////////////////////////////////////////////////////////////////////////////// 123 124void OpenGLRenderer::setViewport(int width, int height) { 125 glViewport(0, 0, width, height); 126 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 127 128 mWidth = width; 129 mHeight = height; 130 131 mFirstSnapshot->height = height; 132 mFirstSnapshot->viewport.set(0, 0, width, height); 133 134 mDirtyClip = false; 135} 136 137void OpenGLRenderer::prepare(bool opaque) { 138 mCaches.clearGarbage(); 139 140 mSnapshot = new Snapshot(mFirstSnapshot, 141 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 142 mSaveCount = 1; 143 144 glViewport(0, 0, mWidth, mHeight); 145 146 glDisable(GL_DITHER); 147 148 if (!opaque) { 149 glDisable(GL_SCISSOR_TEST); 150 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 151 glClear(GL_COLOR_BUFFER_BIT); 152 } 153 154 glEnable(GL_SCISSOR_TEST); 155 glScissor(0, 0, mWidth, mHeight); 156 mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight); 157} 158 159void OpenGLRenderer::finish() { 160#if DEBUG_OPENGL 161 GLenum status = GL_NO_ERROR; 162 while ((status = glGetError()) != GL_NO_ERROR) { 163 LOGD("GL error from OpenGLRenderer: 0x%x", status); 164 } 165#endif 166#if DEBUG_MEMORY_USAGE 167 mCaches.dumpMemoryUsage(); 168#else 169 if (mCaches.getDebugLevel() & kDebugMemory) { 170 mCaches.dumpMemoryUsage(); 171 } 172#endif 173} 174 175void OpenGLRenderer::acquireContext() { 176 if (mCaches.currentProgram) { 177 if (mCaches.currentProgram->isInUse()) { 178 mCaches.currentProgram->remove(); 179 mCaches.currentProgram = NULL; 180 } 181 } 182 mCaches.unbindMeshBuffer(); 183} 184 185void OpenGLRenderer::releaseContext() { 186 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 187 188 glEnable(GL_SCISSOR_TEST); 189 dirtyClip(); 190 191 glDisable(GL_DITHER); 192 193 glBindFramebuffer(GL_FRAMEBUFFER, 0); 194 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 195 196 mCaches.blend = true; 197 glEnable(GL_BLEND); 198 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 199 glBlendEquation(GL_FUNC_ADD); 200} 201 202/////////////////////////////////////////////////////////////////////////////// 203// State management 204/////////////////////////////////////////////////////////////////////////////// 205 206int OpenGLRenderer::getSaveCount() const { 207 return mSaveCount; 208} 209 210int OpenGLRenderer::save(int flags) { 211 return saveSnapshot(flags); 212} 213 214void OpenGLRenderer::restore() { 215 if (mSaveCount > 1) { 216 restoreSnapshot(); 217 } 218} 219 220void OpenGLRenderer::restoreToCount(int saveCount) { 221 if (saveCount < 1) saveCount = 1; 222 223 while (mSaveCount > saveCount) { 224 restoreSnapshot(); 225 } 226} 227 228int OpenGLRenderer::saveSnapshot(int flags) { 229 mSnapshot = new Snapshot(mSnapshot, flags); 230 return mSaveCount++; 231} 232 233bool OpenGLRenderer::restoreSnapshot() { 234 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 235 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 236 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 237 238 sp<Snapshot> current = mSnapshot; 239 sp<Snapshot> previous = mSnapshot->previous; 240 241 if (restoreOrtho) { 242 Rect& r = previous->viewport; 243 glViewport(r.left, r.top, r.right, r.bottom); 244 mOrthoMatrix.load(current->orthoMatrix); 245 } 246 247 mSaveCount--; 248 mSnapshot = previous; 249 250 if (restoreClip) { 251 dirtyClip(); 252 } 253 254 if (restoreLayer) { 255 composeLayer(current, previous); 256 } 257 258 return restoreClip; 259} 260 261/////////////////////////////////////////////////////////////////////////////// 262// Layers 263/////////////////////////////////////////////////////////////////////////////// 264 265int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 266 SkPaint* p, int flags) { 267 const GLuint previousFbo = mSnapshot->fbo; 268 const int count = saveSnapshot(flags); 269 270 if (!mSnapshot->invisible) { 271 int alpha = 255; 272 SkXfermode::Mode mode; 273 274 if (p) { 275 alpha = p->getAlpha(); 276 if (!mCaches.extensions.hasFramebufferFetch()) { 277 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 278 if (!isMode) { 279 // Assume SRC_OVER 280 mode = SkXfermode::kSrcOver_Mode; 281 } 282 } else { 283 mode = getXfermode(p->getXfermode()); 284 } 285 } else { 286 mode = SkXfermode::kSrcOver_Mode; 287 } 288 289 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 290 } 291 292 return count; 293} 294 295int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 296 int alpha, int flags) { 297 if (alpha >= 255 - ALPHA_THRESHOLD) { 298 return saveLayer(left, top, right, bottom, NULL, flags); 299 } else { 300 SkPaint paint; 301 paint.setAlpha(alpha); 302 return saveLayer(left, top, right, bottom, &paint, flags); 303 } 304} 305 306/** 307 * Layers are viewed by Skia are slightly different than layers in image editing 308 * programs (for instance.) When a layer is created, previously created layers 309 * and the frame buffer still receive every drawing command. For instance, if a 310 * layer is created and a shape intersecting the bounds of the layers and the 311 * framebuffer is draw, the shape will be drawn on both (unless the layer was 312 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 313 * 314 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 315 * texture. Unfortunately, this is inefficient as it requires every primitive to 316 * be drawn n + 1 times, where n is the number of active layers. In practice this 317 * means, for every primitive: 318 * - Switch active frame buffer 319 * - Change viewport, clip and projection matrix 320 * - Issue the drawing 321 * 322 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 323 * To avoid this, layers are implemented in a different way here, at least in the 324 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 325 * is set. When this flag is set we can redirect all drawing operations into a 326 * single FBO. 327 * 328 * This implementation relies on the frame buffer being at least RGBA 8888. When 329 * a layer is created, only a texture is created, not an FBO. The content of the 330 * frame buffer contained within the layer's bounds is copied into this texture 331 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 332 * buffer and drawing continues as normal. This technique therefore treats the 333 * frame buffer as a scratch buffer for the layers. 334 * 335 * To compose the layers back onto the frame buffer, each layer texture 336 * (containing the original frame buffer data) is drawn as a simple quad over 337 * the frame buffer. The trick is that the quad is set as the composition 338 * destination in the blending equation, and the frame buffer becomes the source 339 * of the composition. 340 * 341 * Drawing layers with an alpha value requires an extra step before composition. 342 * An empty quad is drawn over the layer's region in the frame buffer. This quad 343 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 344 * quad is used to multiply the colors in the frame buffer. This is achieved by 345 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 346 * GL_ZERO, GL_SRC_ALPHA. 347 * 348 * Because glCopyTexImage2D() can be slow, an alternative implementation might 349 * be use to draw a single clipped layer. The implementation described above 350 * is correct in every case. 351 * 352 * (1) The frame buffer is actually not cleared right away. To allow the GPU 353 * to potentially optimize series of calls to glCopyTexImage2D, the frame 354 * buffer is left untouched until the first drawing operation. Only when 355 * something actually gets drawn are the layers regions cleared. 356 */ 357bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 358 float right, float bottom, int alpha, SkXfermode::Mode mode, 359 int flags, GLuint previousFbo) { 360 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 361 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 362 363 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 364 365 // Window coordinates of the layer 366 Rect bounds(left, top, right, bottom); 367 if (fboLayer) { 368 // Clear the previous layer regions before we change the viewport 369 clearLayerRegions(); 370 } else { 371 mSnapshot->transform->mapRect(bounds); 372 373 // Layers only make sense if they are in the framebuffer's bounds 374 bounds.intersect(*snapshot->clipRect); 375 376 // We cannot work with sub-pixels in this case 377 bounds.snapToPixelBoundaries(); 378 379 // When the layer is not an FBO, we may use glCopyTexImage so we 380 // need to make sure the layer does not extend outside the bounds 381 // of the framebuffer 382 bounds.intersect(snapshot->previous->viewport); 383 } 384 385 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 386 bounds.getHeight() > mCaches.maxTextureSize) { 387 snapshot->invisible = true; 388 } else { 389 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 390 } 391 392 // Bail out if we won't draw in this snapshot 393 if (snapshot->invisible) { 394 return false; 395 } 396 397 glActiveTexture(gTextureUnits[0]); 398 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 399 if (!layer) { 400 return false; 401 } 402 403 layer->mode = mode; 404 layer->alpha = alpha; 405 layer->layer.set(bounds); 406 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), 407 bounds.getWidth() / float(layer->width), 0.0f); 408 409 // Save the layer in the snapshot 410 snapshot->flags |= Snapshot::kFlagIsLayer; 411 snapshot->layer = layer; 412 413 if (fboLayer) { 414 return createFboLayer(layer, bounds, snapshot, previousFbo); 415 } else { 416 // Copy the framebuffer into the layer 417 glBindTexture(GL_TEXTURE_2D, layer->texture); 418 419 if (layer->empty) { 420 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, 421 snapshot->height - bounds.bottom, layer->width, layer->height, 0); 422 layer->empty = false; 423 } else { 424 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 425 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 426 } 427 428 // Enqueue the buffer coordinates to clear the corresponding region later 429 mLayers.push(new Rect(bounds)); 430 } 431 432 return true; 433} 434 435bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 436 GLuint previousFbo) { 437 layer->fbo = mCaches.fboCache.get(); 438 439#if RENDER_LAYERS_AS_REGIONS 440 snapshot->region = &snapshot->layer->region; 441 snapshot->flags |= Snapshot::kFlagFboTarget; 442#endif 443 444 Rect clip(bounds); 445 snapshot->transform->mapRect(clip); 446 clip.intersect(*snapshot->clipRect); 447 clip.snapToPixelBoundaries(); 448 clip.intersect(snapshot->previous->viewport); 449 450 mat4 inverse; 451 inverse.loadInverse(*mSnapshot->transform); 452 453 inverse.mapRect(clip); 454 clip.snapToPixelBoundaries(); 455 clip.intersect(bounds); 456 clip.translate(-bounds.left, -bounds.top); 457 458 snapshot->flags |= Snapshot::kFlagIsFboLayer; 459 snapshot->fbo = layer->fbo; 460 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 461 //snapshot->resetClip(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 462 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 463 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 464 snapshot->height = bounds.getHeight(); 465 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 466 snapshot->orthoMatrix.load(mOrthoMatrix); 467 468 // Bind texture to FBO 469 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 470 glBindTexture(GL_TEXTURE_2D, layer->texture); 471 472 // Initialize the texture if needed 473 if (layer->empty) { 474 layer->empty = false; 475 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, 476 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 477 } 478 479 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 480 layer->texture, 0); 481 482#if DEBUG_LAYERS_AS_REGIONS 483 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 484 if (status != GL_FRAMEBUFFER_COMPLETE) { 485 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 486 487 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 488 glDeleteTextures(1, &layer->texture); 489 mCaches.fboCache.put(layer->fbo); 490 491 delete layer; 492 493 return false; 494 } 495#endif 496 497 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 498 glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 499 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 500 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 501 glClear(GL_COLOR_BUFFER_BIT); 502 503 dirtyClip(); 504 505 // Change the ortho projection 506 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 507 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 508 509 return true; 510} 511 512/** 513 * Read the documentation of createLayer() before doing anything in this method. 514 */ 515void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 516 if (!current->layer) { 517 LOGE("Attempting to compose a layer that does not exist"); 518 return; 519 } 520 521 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 522 523 if (fboLayer) { 524 // Unbind current FBO and restore previous one 525 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 526 } 527 528 Layer* layer = current->layer; 529 const Rect& rect = layer->layer; 530 531 if (!fboLayer && layer->alpha < 255) { 532 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 533 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 534 // Required below, composeLayerRect() will divide by 255 535 layer->alpha = 255; 536 } 537 538 mCaches.unbindMeshBuffer(); 539 540 glActiveTexture(gTextureUnits[0]); 541 542 // When the layer is stored in an FBO, we can save a bit of fillrate by 543 // drawing only the dirty region 544 if (fboLayer) { 545 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 546 composeLayerRegion(layer, rect); 547 } else { 548 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 549 composeLayerRect(layer, rect, true); 550 } 551 552 if (fboLayer) { 553 // Detach the texture from the FBO 554 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 555 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 556 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 557 558 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 559 mCaches.fboCache.put(current->fbo); 560 } 561 562 dirtyClip(); 563 564 // Failing to add the layer to the cache should happen only if the layer is too large 565 if (!mCaches.layerCache.put(layer)) { 566 LAYER_LOGD("Deleting layer"); 567 glDeleteTextures(1, &layer->texture); 568 delete layer; 569 } 570} 571 572void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 573 const Rect& texCoords = layer->texCoords; 574 resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom); 575 576 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 577 layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 578 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap); 579 580 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 581} 582 583void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 584#if RENDER_LAYERS_AS_REGIONS 585 if (layer->region.isRect()) { 586 composeLayerRect(layer, rect); 587 layer->region.clear(); 588 return; 589 } 590 591 if (!layer->region.isEmpty()) { 592 size_t count; 593 const android::Rect* rects = layer->region.getArray(&count); 594 595 setupDraw(); 596 597 ProgramDescription description; 598 description.hasTexture = true; 599 600 const float alpha = layer->alpha / 255.0f; 601 const bool setColor = description.setColor(alpha, alpha, alpha, alpha); 602 chooseBlending(layer->blend || layer->alpha < 255, layer->mode, description, false); 603 604 useProgram(mCaches.programCache.get(description)); 605 606 // Texture 607 bindTexture(layer->texture); 608 glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0); 609 610 // Always premultiplied 611 if (setColor) { 612 mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha); 613 } 614 615 // Mesh 616 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 617 glEnableVertexAttribArray(texCoordsSlot); 618 619 mModelView.loadIdentity(); 620 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 621 622 const float texX = 1.0f / float(layer->width); 623 const float texY = 1.0f / float(layer->height); 624 625 TextureVertex* mesh = mCaches.getRegionMesh(); 626 GLsizei numQuads = 0; 627 628 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 629 gMeshStride, &mesh[0].position[0]); 630 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, 631 gMeshStride, &mesh[0].texture[0]); 632 633 for (size_t i = 0; i < count; i++) { 634 const android::Rect* r = &rects[i]; 635 636 const float u1 = r->left * texX; 637 const float v1 = (rect.getHeight() - r->top) * texY; 638 const float u2 = r->right * texX; 639 const float v2 = (rect.getHeight() - r->bottom) * texY; 640 641 // TODO: Reject quads outside of the clip 642 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 643 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 644 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 645 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 646 647 numQuads++; 648 649 if (numQuads >= REGION_MESH_QUAD_COUNT) { 650 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 651 numQuads = 0; 652 mesh = mCaches.getRegionMesh(); 653 } 654 } 655 656 if (numQuads > 0) { 657 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 658 } 659 660 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 661 glDisableVertexAttribArray(texCoordsSlot); 662 663#if DEBUG_LAYERS_AS_REGIONS 664 uint32_t colors[] = { 665 0x7fff0000, 0x7f00ff00, 666 0x7f0000ff, 0x7fff00ff, 667 }; 668 669 int offset = 0; 670 int32_t top = rects[0].top; 671 int i = 0; 672 673 for (size_t i = 0; i < count; i++) { 674 if (top != rects[i].top) { 675 offset ^= 0x2; 676 top = rects[i].top; 677 } 678 679 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 680 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 681 SkXfermode::kSrcOver_Mode); 682 } 683#endif 684 685 layer->region.clear(); 686 } 687#else 688 composeLayerRect(layer, rect); 689#endif 690} 691 692void OpenGLRenderer::dirtyLayer(const float left, const float top, 693 const float right, const float bottom, const mat4 transform) { 694#if RENDER_LAYERS_AS_REGIONS 695 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) { 696 Rect bounds(left, top, right, bottom); 697 transform.mapRect(bounds); 698 bounds.intersect(*mSnapshot->clipRect); 699 bounds.snapToPixelBoundaries(); 700 701 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 702 if (!dirty.isEmpty()) { 703 mSnapshot->region->orSelf(dirty); 704 } 705 } 706#endif 707} 708 709void OpenGLRenderer::dirtyLayer(const float left, const float top, 710 const float right, const float bottom) { 711#if RENDER_LAYERS_AS_REGIONS 712 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) { 713 Rect bounds(left, top, right, bottom); 714 bounds.intersect(*mSnapshot->clipRect); 715 bounds.snapToPixelBoundaries(); 716 717 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 718 if (!dirty.isEmpty()) { 719 mSnapshot->region->orSelf(dirty); 720 } 721 } 722#endif 723} 724 725void OpenGLRenderer::setupDraw() { 726 clearLayerRegions(); 727 if (mDirtyClip) { 728 setScissorFromClip(); 729 } 730} 731 732void OpenGLRenderer::clearLayerRegions() { 733 if (mLayers.size() == 0 || mSnapshot->invisible) return; 734 735 Rect clipRect(*mSnapshot->clipRect); 736 clipRect.snapToPixelBoundaries(); 737 738 for (uint32_t i = 0; i < mLayers.size(); i++) { 739 Rect* bounds = mLayers.itemAt(i); 740 if (clipRect.intersects(*bounds)) { 741 // Clear the framebuffer where the layer will draw 742 glScissor(bounds->left, mSnapshot->height - bounds->bottom, 743 bounds->getWidth(), bounds->getHeight()); 744 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 745 glClear(GL_COLOR_BUFFER_BIT); 746 747 // Restore the clip 748 dirtyClip(); 749 } 750 751 delete bounds; 752 } 753 754 mLayers.clear(); 755} 756 757/////////////////////////////////////////////////////////////////////////////// 758// Transforms 759/////////////////////////////////////////////////////////////////////////////// 760 761void OpenGLRenderer::translate(float dx, float dy) { 762 mSnapshot->transform->translate(dx, dy, 0.0f); 763} 764 765void OpenGLRenderer::rotate(float degrees) { 766 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 767} 768 769void OpenGLRenderer::scale(float sx, float sy) { 770 mSnapshot->transform->scale(sx, sy, 1.0f); 771} 772 773void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 774 mSnapshot->transform->load(*matrix); 775} 776 777const float* OpenGLRenderer::getMatrix() const { 778 if (mSnapshot->fbo != 0) { 779 return &mSnapshot->transform->data[0]; 780 } 781 return &mIdentity.data[0]; 782} 783 784void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 785 mSnapshot->transform->copyTo(*matrix); 786} 787 788void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 789 SkMatrix transform; 790 mSnapshot->transform->copyTo(transform); 791 transform.preConcat(*matrix); 792 mSnapshot->transform->load(transform); 793} 794 795/////////////////////////////////////////////////////////////////////////////// 796// Clipping 797/////////////////////////////////////////////////////////////////////////////// 798 799void OpenGLRenderer::setScissorFromClip() { 800 Rect clip(*mSnapshot->clipRect); 801 clip.snapToPixelBoundaries(); 802 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 803 mDirtyClip = false; 804} 805 806const Rect& OpenGLRenderer::getClipBounds() { 807 return mSnapshot->getLocalClip(); 808} 809 810bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 811 if (mSnapshot->invisible) { 812 return true; 813 } 814 815 Rect r(left, top, right, bottom); 816 mSnapshot->transform->mapRect(r); 817 r.snapToPixelBoundaries(); 818 819 Rect clipRect(*mSnapshot->clipRect); 820 clipRect.snapToPixelBoundaries(); 821 822 return !clipRect.intersects(r); 823} 824 825bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 826 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 827 if (clipped) { 828 dirtyClip(); 829 } 830 return !mSnapshot->clipRect->isEmpty(); 831} 832 833/////////////////////////////////////////////////////////////////////////////// 834// Drawing 835/////////////////////////////////////////////////////////////////////////////// 836 837void OpenGLRenderer::drawDisplayList(DisplayList* displayList) { 838 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 839 // will be performed by the display list itself 840 if (displayList) { 841 displayList->replay(*this); 842 } 843} 844 845void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 846 const float right = left + bitmap->width(); 847 const float bottom = top + bitmap->height(); 848 849 if (quickReject(left, top, right, bottom)) { 850 return; 851 } 852 853 glActiveTexture(GL_TEXTURE0); 854 Texture* texture = mCaches.textureCache.get(bitmap); 855 if (!texture) return; 856 const AutoTexture autoCleanup(texture); 857 858 drawTextureRect(left, top, right, bottom, texture, paint); 859} 860 861void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 862 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 863 const mat4 transform(*matrix); 864 transform.mapRect(r); 865 866 if (quickReject(r.left, r.top, r.right, r.bottom)) { 867 return; 868 } 869 870 glActiveTexture(GL_TEXTURE0); 871 Texture* texture = mCaches.textureCache.get(bitmap); 872 if (!texture) return; 873 const AutoTexture autoCleanup(texture); 874 875 // This could be done in a cheaper way, all we need is pass the matrix 876 // to the vertex shader. The save/restore is a bit overkill. 877 save(SkCanvas::kMatrix_SaveFlag); 878 concatMatrix(matrix); 879 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 880 restore(); 881} 882 883void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 884 float srcLeft, float srcTop, float srcRight, float srcBottom, 885 float dstLeft, float dstTop, float dstRight, float dstBottom, 886 SkPaint* paint) { 887 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 888 return; 889 } 890 891 glActiveTexture(gTextureUnits[0]); 892 Texture* texture = mCaches.textureCache.get(bitmap); 893 if (!texture) return; 894 const AutoTexture autoCleanup(texture); 895 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 896 897 const float width = texture->width; 898 const float height = texture->height; 899 900 const float u1 = srcLeft / width; 901 const float v1 = srcTop / height; 902 const float u2 = srcRight / width; 903 const float v2 = srcBottom / height; 904 905 mCaches.unbindMeshBuffer(); 906 resetDrawTextureTexCoords(u1, v1, u2, v2); 907 908 int alpha; 909 SkXfermode::Mode mode; 910 getAlphaAndMode(paint, &alpha, &mode); 911 912 if (mSnapshot->transform->isPureTranslate()) { 913 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 914 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 915 916 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 917 texture->id, alpha / 255.0f, mode, texture->blend, 918 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 919 GL_TRIANGLE_STRIP, gMeshCount, false, true); 920 } else { 921 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 922 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 923 GL_TRIANGLE_STRIP, gMeshCount); 924 } 925 926 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 927} 928 929void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 930 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 931 float left, float top, float right, float bottom, SkPaint* paint) { 932 if (quickReject(left, top, right, bottom)) { 933 return; 934 } 935 936 glActiveTexture(gTextureUnits[0]); 937 Texture* texture = mCaches.textureCache.get(bitmap); 938 if (!texture) return; 939 const AutoTexture autoCleanup(texture); 940 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 941 942 int alpha; 943 SkXfermode::Mode mode; 944 getAlphaAndMode(paint, &alpha, &mode); 945 946 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 947 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 948 949 if (mesh && mesh->verticesCount > 0) { 950 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 951#if RENDER_LAYERS_AS_REGIONS 952 // Mark the current layer dirty where we are going to draw the patch 953 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && 954 mSnapshot->region && mesh->hasEmptyQuads) { 955 const size_t count = mesh->quads.size(); 956 for (size_t i = 0; i < count; i++) { 957 Rect bounds = mesh->quads.itemAt(i); 958 if (pureTranslate) { 959 const float x = (int) floorf(bounds.left + 0.5f); 960 const float y = (int) floorf(bounds.top + 0.5f); 961 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getBottom(), 962 *mSnapshot->transform); 963 } else { 964 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, 965 *mSnapshot->transform); 966 } 967 } 968 } 969#endif 970 971 if (pureTranslate) { 972 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 973 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 974 975 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 976 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 977 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 978 true, !mesh->hasEmptyQuads); 979 } else { 980 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 981 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 982 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 983 true, !mesh->hasEmptyQuads); 984 } 985 } 986} 987 988void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 989 // TODO: Should do quickReject for each line 990 if (mSnapshot->invisible) return; 991 992 setupDraw(); 993 994 int alpha; 995 SkXfermode::Mode mode; 996 getAlphaAndMode(paint, &alpha, &mode); 997 998 uint32_t color = paint->getColor(); 999 const GLfloat a = alpha / 255.0f; 1000 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1001 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1002 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1003 1004 const bool isAA = paint->isAntiAlias(); 1005 if (isAA) { 1006 GLuint textureUnit = 0; 1007 glActiveTexture(gTextureUnits[textureUnit]); 1008 setupTextureAlpha8(mCaches.line.getTexture(), 0, 0, textureUnit, 0.0f, 0.0f, r, g, b, a, 1009 mode, false, true, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1010 mCaches.line.getMeshBuffer()); 1011 } else { 1012 setupColorRect(0.0f, 0.0f, 1.0f, 1.0f, r, g, b, a, mode, false, true); 1013 } 1014 1015 const float strokeWidth = paint->getStrokeWidth(); 1016 const GLsizei elementsCount = isAA ? mCaches.line.getElementsCount() : gMeshCount; 1017 const GLenum drawMode = isAA ? GL_TRIANGLES : GL_TRIANGLE_STRIP; 1018 1019 for (int i = 0; i < count; i += 4) { 1020 float tx = 0.0f; 1021 float ty = 0.0f; 1022 1023 if (isAA) { 1024 mCaches.line.update(points[i], points[i + 1], points[i + 2], points[i + 3], 1025 strokeWidth, tx, ty); 1026 } else { 1027 ty = strokeWidth <= 1.0f ? 0.0f : -strokeWidth * 0.5f; 1028 } 1029 1030 const float dx = points[i + 2] - points[i]; 1031 const float dy = points[i + 3] - points[i + 1]; 1032 const float mag = sqrtf(dx * dx + dy * dy); 1033 const float angle = acos(dx / mag); 1034 1035 mModelView.loadTranslate(points[i], points[i + 1], 0.0f); 1036 if (angle > MIN_ANGLE || angle < -MIN_ANGLE) { 1037 mModelView.rotate(angle * RAD_TO_DEG, 0.0f, 0.0f, 1.0f); 1038 } 1039 mModelView.translate(tx, ty, 0.0f); 1040 if (!isAA) { 1041 float length = mCaches.line.getLength(points[i], points[i + 1], 1042 points[i + 2], points[i + 3]); 1043 mModelView.scale(length, strokeWidth, 1.0f); 1044 } 1045 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1046 // TODO: Add bounds to the layer's region 1047 1048 if (mShader) { 1049 mShader->updateTransforms(mCaches.currentProgram, mModelView, *mSnapshot); 1050 } 1051 1052 glDrawArrays(drawMode, 0, elementsCount); 1053 } 1054 1055 if (isAA) { 1056 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1057 } 1058} 1059 1060void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1061 // No need to check against the clip, we fill the clip region 1062 if (mSnapshot->invisible) return; 1063 1064 Rect& clip(*mSnapshot->clipRect); 1065 clip.snapToPixelBoundaries(); 1066 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1067} 1068 1069void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 1070 if (quickReject(left, top, right, bottom)) { 1071 return; 1072 } 1073 1074 SkXfermode::Mode mode; 1075 if (!mCaches.extensions.hasFramebufferFetch()) { 1076 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 1077 if (!isMode) { 1078 // Assume SRC_OVER 1079 mode = SkXfermode::kSrcOver_Mode; 1080 } 1081 } else { 1082 mode = getXfermode(p->getXfermode()); 1083 } 1084 1085 // Skia draws using the color's alpha channel if < 255 1086 // Otherwise, it uses the paint's alpha 1087 int color = p->getColor(); 1088 if (((color >> 24) & 0xff) == 255) { 1089 color |= p->getAlpha() << 24; 1090 } 1091 1092 drawColorRect(left, top, right, bottom, color, mode); 1093} 1094 1095void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 1096 float x, float y, SkPaint* paint) { 1097 if (text == NULL || count == 0 || (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 1098 return; 1099 } 1100 if (mSnapshot->invisible) return; 1101 1102 paint->setAntiAlias(true); 1103 1104 float length = -1.0f; 1105 switch (paint->getTextAlign()) { 1106 case SkPaint::kCenter_Align: 1107 length = paint->measureText(text, bytesCount); 1108 x -= length / 2.0f; 1109 break; 1110 case SkPaint::kRight_Align: 1111 length = paint->measureText(text, bytesCount); 1112 x -= length; 1113 break; 1114 default: 1115 break; 1116 } 1117 1118 // TODO: Handle paint->getTextScaleX() 1119 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1120 if (pureTranslate) { 1121 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 1122 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 1123 } 1124 1125 int alpha; 1126 SkXfermode::Mode mode; 1127 getAlphaAndMode(paint, &alpha, &mode); 1128 1129 uint32_t color = paint->getColor(); 1130 const GLfloat a = alpha / 255.0f; 1131 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1132 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1133 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1134 1135 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 1136 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 1137 paint->getTextSize()); 1138 1139 setupDraw(); 1140 1141 if (mHasShadow) { 1142 glActiveTexture(gTextureUnits[0]); 1143 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 1144 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 1145 count, mShadowRadius); 1146 const AutoTexture autoCleanup(shadow); 1147 1148 setupShadow(shadow, x, y, mode, a, pureTranslate); 1149 1150 // Draw the mesh 1151 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1152 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1153 } 1154 1155 GLuint textureUnit = 0; 1156 glActiveTexture(gTextureUnits[textureUnit]); 1157 1158 // Pick the appropriate texture filtering 1159 bool linearFilter = mSnapshot->transform->changesBounds(); 1160 if (pureTranslate && !linearFilter) { 1161 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 1162 } 1163 1164 // Dimensions are set to (0,0), the layer (if any) won't be dirtied 1165 setupTextureAlpha8(fontRenderer.getTexture(linearFilter), 0, 0, textureUnit, 1166 x, y, r, g, b, a, mode, false, true, NULL, NULL, 0, pureTranslate); 1167 1168 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 1169 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 1170 1171#if RENDER_LAYERS_AS_REGIONS 1172 bool hasLayer = (mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region; 1173#else 1174 bool hasLayer = false; 1175#endif 1176 1177 mCaches.unbindMeshBuffer(); 1178 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 1179 hasLayer ? &bounds : NULL)) { 1180#if RENDER_LAYERS_AS_REGIONS 1181 if (hasLayer) { 1182 if (!pureTranslate) { 1183 mSnapshot->transform->mapRect(bounds); 1184 } 1185 bounds.intersect(*mSnapshot->clipRect); 1186 bounds.snapToPixelBoundaries(); 1187 1188 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1189 mSnapshot->region->orSelf(dirty); 1190 } 1191#endif 1192 } 1193 1194 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 1195 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1196 1197 drawTextDecorations(text, bytesCount, length, x, y, paint); 1198} 1199 1200void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 1201 if (mSnapshot->invisible) return; 1202 1203 GLuint textureUnit = 0; 1204 glActiveTexture(gTextureUnits[textureUnit]); 1205 1206 const PathTexture* texture = mCaches.pathCache.get(path, paint); 1207 if (!texture) return; 1208 const AutoTexture autoCleanup(texture); 1209 1210 const float x = texture->left - texture->offset; 1211 const float y = texture->top - texture->offset; 1212 1213 if (quickReject(x, y, x + texture->width, y + texture->height)) { 1214 return; 1215 } 1216 1217 int alpha; 1218 SkXfermode::Mode mode; 1219 getAlphaAndMode(paint, &alpha, &mode); 1220 1221 uint32_t color = paint->getColor(); 1222 const GLfloat a = alpha / 255.0f; 1223 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1224 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1225 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1226 1227 setupTextureAlpha8(texture, textureUnit, x, y, r, g, b, a, mode, true, true); 1228 1229 setupDraw(); 1230 1231 // Draw the mesh 1232 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1233 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1234} 1235 1236/////////////////////////////////////////////////////////////////////////////// 1237// Shaders 1238/////////////////////////////////////////////////////////////////////////////// 1239 1240void OpenGLRenderer::resetShader() { 1241 mShader = NULL; 1242} 1243 1244void OpenGLRenderer::setupShader(SkiaShader* shader) { 1245 mShader = shader; 1246 if (mShader) { 1247 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 1248 } 1249} 1250 1251/////////////////////////////////////////////////////////////////////////////// 1252// Color filters 1253/////////////////////////////////////////////////////////////////////////////// 1254 1255void OpenGLRenderer::resetColorFilter() { 1256 mColorFilter = NULL; 1257} 1258 1259void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 1260 mColorFilter = filter; 1261} 1262 1263/////////////////////////////////////////////////////////////////////////////// 1264// Drop shadow 1265/////////////////////////////////////////////////////////////////////////////// 1266 1267void OpenGLRenderer::resetShadow() { 1268 mHasShadow = false; 1269} 1270 1271void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 1272 mHasShadow = true; 1273 mShadowRadius = radius; 1274 mShadowDx = dx; 1275 mShadowDy = dy; 1276 mShadowColor = color; 1277} 1278 1279/////////////////////////////////////////////////////////////////////////////// 1280// Drawing implementation 1281/////////////////////////////////////////////////////////////////////////////// 1282 1283void OpenGLRenderer::setupShadow(const ShadowTexture* texture, float x, float y, 1284 SkXfermode::Mode mode, float alpha, bool ignoreTransforms) { 1285 const float sx = x - texture->left + mShadowDx; 1286 const float sy = y - texture->top + mShadowDy; 1287 1288 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 1289 const GLfloat a = shadowAlpha < 255 ? shadowAlpha / 255.0f : alpha; 1290 const GLfloat r = a * ((mShadowColor >> 16) & 0xFF) / 255.0f; 1291 const GLfloat g = a * ((mShadowColor >> 8) & 0xFF) / 255.0f; 1292 const GLfloat b = a * ((mShadowColor ) & 0xFF) / 255.0f; 1293 1294 GLuint textureUnit = 0; 1295 setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit, 1296 sx, sy, r, g, b, a, mode, true, false, 1297 (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 0, ignoreTransforms); 1298} 1299 1300void OpenGLRenderer::setupTextureAlpha8(const Texture* texture, GLuint& textureUnit, 1301 float x, float y, float r, float g, float b, float a, SkXfermode::Mode mode, 1302 bool transforms, bool applyFilters) { 1303 setupTextureAlpha8(texture->id, texture->width, texture->height, textureUnit, 1304 x, y, r, g, b, a, mode, transforms, applyFilters, 1305 (GLvoid*) 0, (GLvoid*) gMeshTextureOffset); 1306} 1307 1308void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 1309 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 1310 SkXfermode::Mode mode, bool transforms, bool applyFilters) { 1311 setupTextureAlpha8(texture, width, height, textureUnit, x, y, r, g, b, a, mode, 1312 transforms, applyFilters, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset); 1313} 1314 1315void OpenGLRenderer::setupTextureAlpha8(GLuint texture, uint32_t width, uint32_t height, 1316 GLuint& textureUnit, float x, float y, float r, float g, float b, float a, 1317 SkXfermode::Mode mode, bool transforms, bool applyFilters, 1318 GLvoid* vertices, GLvoid* texCoords, GLuint vbo, bool ignoreTransform) { 1319 // Describe the required shaders 1320 ProgramDescription description; 1321 description.hasTexture = true; 1322 description.hasAlpha8Texture = true; 1323 const bool setColor = description.setAlpha8Color(r, g, b, a); 1324 1325 if (applyFilters) { 1326 if (mShader) { 1327 mShader->describe(description, mCaches.extensions); 1328 } 1329 if (mColorFilter) { 1330 mColorFilter->describe(description, mCaches.extensions); 1331 } 1332 } 1333 1334 // Setup the blending mode 1335 chooseBlending(true, mode, description); 1336 1337 // Build and use the appropriate shader 1338 useProgram(mCaches.programCache.get(description)); 1339 1340 bindTexture(texture); 1341 glUniform1i(mCaches.currentProgram->getUniform("sampler"), textureUnit); 1342 1343 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1344 glEnableVertexAttribArray(texCoordsSlot); 1345 1346 if (texCoords) { 1347 // Setup attributes 1348 if (!vertices) { 1349 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1350 } else { 1351 mCaches.unbindMeshBuffer(); 1352 } 1353 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1354 gMeshStride, vertices); 1355 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1356 } 1357 1358 // Setup uniforms 1359 if (transforms) { 1360 mModelView.loadTranslate(x, y, 0.0f); 1361 mModelView.scale(width, height, 1.0f); 1362 } else { 1363 mModelView.loadIdentity(); 1364 } 1365 1366 mat4 t; 1367 if (!ignoreTransform) { 1368 t.load(*mSnapshot->transform); 1369 } 1370 1371 mCaches.currentProgram->set(mOrthoMatrix, mModelView, t); 1372 if (width > 0 && height > 0) { 1373 dirtyLayer(x, y, x + width, y + height, t); 1374 } 1375 1376 if (setColor) { 1377 mCaches.currentProgram->setColor(r, g, b, a); 1378 } 1379 1380 textureUnit++; 1381 if (applyFilters) { 1382 // Setup attributes and uniforms required by the shaders 1383 if (mShader) { 1384 if (ignoreTransform) { 1385 mModelView.loadInverse(*mSnapshot->transform); 1386 } 1387 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1388 } 1389 if (mColorFilter) { 1390 mColorFilter->setupProgram(mCaches.currentProgram); 1391 } 1392 } 1393} 1394 1395// Same values used by Skia 1396#define kStdStrikeThru_Offset (-6.0f / 21.0f) 1397#define kStdUnderline_Offset (1.0f / 9.0f) 1398#define kStdUnderline_Thickness (1.0f / 18.0f) 1399 1400void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 1401 float x, float y, SkPaint* paint) { 1402 // Handle underline and strike-through 1403 uint32_t flags = paint->getFlags(); 1404 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 1405 float underlineWidth = length; 1406 // If length is > 0.0f, we already measured the text for the text alignment 1407 if (length <= 0.0f) { 1408 underlineWidth = paint->measureText(text, bytesCount); 1409 } 1410 1411 float offsetX = 0; 1412 switch (paint->getTextAlign()) { 1413 case SkPaint::kCenter_Align: 1414 offsetX = underlineWidth * 0.5f; 1415 break; 1416 case SkPaint::kRight_Align: 1417 offsetX = underlineWidth; 1418 break; 1419 default: 1420 break; 1421 } 1422 1423 if (underlineWidth > 0.0f) { 1424 const float textSize = paint->getTextSize(); 1425 const float strokeWidth = textSize * kStdUnderline_Thickness; 1426 1427 const float left = x - offsetX; 1428 float top = 0.0f; 1429 1430 const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1); 1431 float points[pointsCount]; 1432 int currentPoint = 0; 1433 1434 if (flags & SkPaint::kUnderlineText_Flag) { 1435 top = y + textSize * kStdUnderline_Offset; 1436 points[currentPoint++] = left; 1437 points[currentPoint++] = top; 1438 points[currentPoint++] = left + underlineWidth; 1439 points[currentPoint++] = top; 1440 } 1441 1442 if (flags & SkPaint::kStrikeThruText_Flag) { 1443 top = y + textSize * kStdStrikeThru_Offset; 1444 points[currentPoint++] = left; 1445 points[currentPoint++] = top; 1446 points[currentPoint++] = left + underlineWidth; 1447 points[currentPoint++] = top; 1448 } 1449 1450 SkPaint linesPaint(*paint); 1451 linesPaint.setStrokeWidth(strokeWidth); 1452 1453 drawLines(&points[0], pointsCount, &linesPaint); 1454 } 1455 } 1456} 1457 1458void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1459 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1460 setupDraw(); 1461 1462 // If a shader is set, preserve only the alpha 1463 if (mShader) { 1464 color |= 0x00ffffff; 1465 } 1466 1467 // Render using pre-multiplied alpha 1468 const int alpha = (color >> 24) & 0xFF; 1469 const GLfloat a = alpha / 255.0f; 1470 const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f; 1471 const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f; 1472 const GLfloat b = a * ((color ) & 0xFF) / 255.0f; 1473 1474 setupColorRect(left, top, right, bottom, r, g, b, a, mode, ignoreTransform); 1475 1476 // Draw the mesh 1477 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1478} 1479 1480void OpenGLRenderer::setupColorRect(float left, float top, float right, float bottom, 1481 float r, float g, float b, float a, SkXfermode::Mode mode, 1482 bool ignoreTransform, bool ignoreMatrix) { 1483 GLuint textureUnit = 0; 1484 1485 // Describe the required shaders 1486 ProgramDescription description; 1487 const bool setColor = description.setColor(r, g, b, a); 1488 1489 if (mShader) { 1490 mShader->describe(description, mCaches.extensions); 1491 } 1492 if (mColorFilter) { 1493 mColorFilter->describe(description, mCaches.extensions); 1494 } 1495 1496 // Setup the blending mode 1497 chooseBlending(a < 1.0f || (mShader && mShader->blend()), mode, description); 1498 1499 // Build and use the appropriate shader 1500 useProgram(mCaches.programCache.get(description)); 1501 1502 // Setup attributes 1503 mCaches.bindMeshBuffer(); 1504 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1505 gMeshStride, 0); 1506 1507 if (!ignoreMatrix) { 1508 // Setup uniforms 1509 mModelView.loadTranslate(left, top, 0.0f); 1510 mModelView.scale(right - left, bottom - top, 1.0f); 1511 if (!ignoreTransform) { 1512 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1513 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1514 } else { 1515 mat4 identity; 1516 mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity); 1517 dirtyLayer(left, top, right, bottom); 1518 } 1519 } 1520 if (!mShader || (mShader && setColor)) { 1521 mCaches.currentProgram->setColor(r, g, b, a); 1522 } 1523 1524 // Setup attributes and uniforms required by the shaders 1525 if (mShader) { 1526 if (ignoreMatrix) { 1527 mModelView.loadIdentity(); 1528 } else if (ignoreTransform) { 1529 mModelView.loadInverse(*mSnapshot->transform); 1530 } 1531 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &textureUnit); 1532 } 1533 if (mColorFilter) { 1534 mColorFilter->setupProgram(mCaches.currentProgram); 1535 } 1536} 1537 1538void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1539 Texture* texture, SkPaint* paint) { 1540 int alpha; 1541 SkXfermode::Mode mode; 1542 getAlphaAndMode(paint, &alpha, &mode); 1543 1544 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1545 1546 if (mSnapshot->transform->isPureTranslate()) { 1547 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1548 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1549 1550 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1551 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 1552 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 1553 } else { 1554 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1555 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1556 GL_TRIANGLE_STRIP, gMeshCount); 1557 } 1558} 1559 1560void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1561 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1562 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1563 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 1564} 1565 1566void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1567 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1568 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1569 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 1570 setupDraw(); 1571 1572 ProgramDescription description; 1573 description.hasTexture = true; 1574 const bool setColor = description.setColor(alpha, alpha, alpha, alpha); 1575 if (mColorFilter) { 1576 mColorFilter->describe(description, mCaches.extensions); 1577 } 1578 1579 mModelView.loadTranslate(left, top, 0.0f); 1580 if (!ignoreScale) { 1581 mModelView.scale(right - left, bottom - top, 1.0f); 1582 } 1583 1584 chooseBlending(blend || alpha < 1.0f, mode, description, swapSrcDst); 1585 1586 useProgram(mCaches.programCache.get(description)); 1587 if (!ignoreTransform) { 1588 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1589 if (dirty) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1590 } else { 1591 mat4 identity; 1592 mCaches.currentProgram->set(mOrthoMatrix, mModelView, identity); 1593 if (dirty) dirtyLayer(left, top, right, bottom); 1594 } 1595 1596 // Texture 1597 bindTexture(texture); 1598 glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0); 1599 1600 // Always premultiplied 1601 if (setColor) { 1602 mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha); 1603 } 1604 1605 // Mesh 1606 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1607 glEnableVertexAttribArray(texCoordsSlot); 1608 1609 if (!vertices) { 1610 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1611 } else { 1612 mCaches.unbindMeshBuffer(); 1613 } 1614 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1615 gMeshStride, vertices); 1616 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1617 1618 // Color filter 1619 if (mColorFilter) { 1620 mColorFilter->setupProgram(mCaches.currentProgram); 1621 } 1622 1623 glDrawArrays(drawMode, 0, elementsCount); 1624 glDisableVertexAttribArray(texCoordsSlot); 1625} 1626 1627void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 1628 ProgramDescription& description, bool swapSrcDst) { 1629 blend = blend || mode != SkXfermode::kSrcOver_Mode; 1630 if (blend) { 1631 if (mode < SkXfermode::kPlus_Mode) { 1632 if (!mCaches.blend) { 1633 glEnable(GL_BLEND); 1634 } 1635 1636 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 1637 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 1638 1639 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 1640 glBlendFunc(sourceMode, destMode); 1641 mCaches.lastSrcMode = sourceMode; 1642 mCaches.lastDstMode = destMode; 1643 } 1644 } else { 1645 // These blend modes are not supported by OpenGL directly and have 1646 // to be implemented using shaders. Since the shader will perform 1647 // the blending, turn blending off here 1648 if (mCaches.extensions.hasFramebufferFetch()) { 1649 description.framebufferMode = mode; 1650 description.swapSrcDst = swapSrcDst; 1651 } 1652 1653 if (mCaches.blend) { 1654 glDisable(GL_BLEND); 1655 } 1656 blend = false; 1657 } 1658 } else if (mCaches.blend) { 1659 glDisable(GL_BLEND); 1660 } 1661 mCaches.blend = blend; 1662} 1663 1664bool OpenGLRenderer::useProgram(Program* program) { 1665 if (!program->isInUse()) { 1666 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 1667 program->use(); 1668 mCaches.currentProgram = program; 1669 return false; 1670 } 1671 return true; 1672} 1673 1674void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 1675 TextureVertex* v = &mMeshVertices[0]; 1676 TextureVertex::setUV(v++, u1, v1); 1677 TextureVertex::setUV(v++, u2, v1); 1678 TextureVertex::setUV(v++, u1, v2); 1679 TextureVertex::setUV(v++, u2, v2); 1680} 1681 1682void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1683 if (paint) { 1684 if (!mCaches.extensions.hasFramebufferFetch()) { 1685 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1686 if (!isMode) { 1687 // Assume SRC_OVER 1688 *mode = SkXfermode::kSrcOver_Mode; 1689 } 1690 } else { 1691 *mode = getXfermode(paint->getXfermode()); 1692 } 1693 1694 // Skia draws using the color's alpha channel if < 255 1695 // Otherwise, it uses the paint's alpha 1696 int color = paint->getColor(); 1697 *alpha = (color >> 24) & 0xFF; 1698 if (*alpha == 255) { 1699 *alpha = paint->getAlpha(); 1700 } 1701 } else { 1702 *mode = SkXfermode::kSrcOver_Mode; 1703 *alpha = 255; 1704 } 1705} 1706 1707SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 1708 if (mode == NULL) { 1709 return SkXfermode::kSrcOver_Mode; 1710 } 1711 return mode->fMode; 1712} 1713 1714void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) { 1715 bool bound = false; 1716 if (wrapS != texture->wrapS) { 1717 glBindTexture(GL_TEXTURE_2D, texture->id); 1718 bound = true; 1719 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1720 texture->wrapS = wrapS; 1721 } 1722 if (wrapT != texture->wrapT) { 1723 if (!bound) { 1724 glBindTexture(GL_TEXTURE_2D, texture->id); 1725 } 1726 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 1727 texture->wrapT = wrapT; 1728 } 1729} 1730 1731}; // namespace uirenderer 1732}; // namespace android 1733