OpenGLRenderer.cpp revision 6ebdc114e0d72137394f02bc8ffe9d7a782a65c4
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#define ALPHA_THRESHOLD 0 49 50#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 51 52/////////////////////////////////////////////////////////////////////////////// 53// Globals 54/////////////////////////////////////////////////////////////////////////////// 55 56/** 57 * Structure mapping Skia xfermodes to OpenGL blending factors. 58 */ 59struct Blender { 60 SkXfermode::Mode mode; 61 GLenum src; 62 GLenum dst; 63}; // struct Blender 64 65// In this array, the index of each Blender equals the value of the first 66// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 67static const Blender gBlends[] = { 68 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 69 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 70 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 71 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 72 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 73 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 74 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 75 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 76 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 77 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 78 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 79 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 81 { SkXfermode::kMultiply_Mode, GL_ZERO, GL_SRC_COLOR }, 82 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 83}; 84 85// This array contains the swapped version of each SkXfermode. For instance 86// this array's SrcOver blending mode is actually DstOver. You can refer to 87// createLayer() for more information on the purpose of this array. 88static const Blender gBlendsSwap[] = { 89 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 90 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 91 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 92 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 93 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 94 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 95 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 96 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 97 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 98 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 99 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 100 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 101 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 102 { SkXfermode::kMultiply_Mode, GL_DST_COLOR, GL_ZERO }, 103 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 104}; 105 106/////////////////////////////////////////////////////////////////////////////// 107// Constructors/destructor 108/////////////////////////////////////////////////////////////////////////////// 109 110OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 111 mShader = NULL; 112 mColorFilter = NULL; 113 mHasShadow = false; 114 mHasDrawFilter = false; 115 116 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 117 118 mFirstSnapshot = new Snapshot; 119} 120 121OpenGLRenderer::~OpenGLRenderer() { 122 // The context has already been destroyed at this point, do not call 123 // GL APIs. All GL state should be kept in Caches.h 124} 125 126/////////////////////////////////////////////////////////////////////////////// 127// Debug 128/////////////////////////////////////////////////////////////////////////////// 129 130void OpenGLRenderer::startMark(const char* name) const { 131 mCaches.startMark(0, name); 132} 133 134void OpenGLRenderer::endMark() const { 135 mCaches.endMark(); 136} 137 138/////////////////////////////////////////////////////////////////////////////// 139// Setup 140/////////////////////////////////////////////////////////////////////////////// 141 142uint32_t OpenGLRenderer::getStencilSize() { 143 return STENCIL_BUFFER_SIZE; 144} 145 146bool OpenGLRenderer::isDeferred() { 147 return false; 148} 149 150void OpenGLRenderer::setViewport(int width, int height) { 151 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 152 153 mWidth = width; 154 mHeight = height; 155 156 mFirstSnapshot->height = height; 157 mFirstSnapshot->viewport.set(0, 0, width, height); 158 159 glDisable(GL_DITHER); 160 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 161 162 glEnableVertexAttribArray(Program::kBindingPosition); 163} 164 165int OpenGLRenderer::prepare(bool opaque) { 166 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 167} 168 169int OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 170 mCaches.clearGarbage(); 171 172 mSnapshot = new Snapshot(mFirstSnapshot, 173 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 174 mSnapshot->fbo = getTargetFbo(); 175 mSaveCount = 1; 176 177 mSnapshot->setClip(left, top, right, bottom); 178 mDirtyClip = opaque; 179 180 syncState(); 181 182 if (!opaque) { 183 mCaches.enableScissor(); 184 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 185 glClear(GL_COLOR_BUFFER_BIT); 186 return DrawGlInfo::kStatusDrew; 187 } else { 188 mCaches.resetScissor(); 189 } 190 191 return DrawGlInfo::kStatusDone; 192} 193 194void OpenGLRenderer::syncState() { 195 glViewport(0, 0, mWidth, mHeight); 196 197 if (mCaches.blend) { 198 glEnable(GL_BLEND); 199 } else { 200 glDisable(GL_BLEND); 201 } 202} 203 204void OpenGLRenderer::finish() { 205#if DEBUG_OPENGL 206 GLenum status = GL_NO_ERROR; 207 while ((status = glGetError()) != GL_NO_ERROR) { 208 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 209 switch (status) { 210 case GL_INVALID_ENUM: 211 ALOGE(" GL_INVALID_ENUM"); 212 break; 213 case GL_INVALID_VALUE: 214 ALOGE(" GL_INVALID_VALUE"); 215 break; 216 case GL_INVALID_OPERATION: 217 ALOGE(" GL_INVALID_OPERATION"); 218 break; 219 case GL_OUT_OF_MEMORY: 220 ALOGE(" Out of memory!"); 221 break; 222 } 223 } 224#endif 225#if DEBUG_MEMORY_USAGE 226 mCaches.dumpMemoryUsage(); 227#else 228 if (mCaches.getDebugLevel() & kDebugMemory) { 229 mCaches.dumpMemoryUsage(); 230 } 231#endif 232} 233 234void OpenGLRenderer::interrupt() { 235 if (mCaches.currentProgram) { 236 if (mCaches.currentProgram->isInUse()) { 237 mCaches.currentProgram->remove(); 238 mCaches.currentProgram = NULL; 239 } 240 } 241 mCaches.unbindMeshBuffer(); 242 mCaches.unbindIndicesBuffer(); 243 mCaches.resetVertexPointers(); 244 mCaches.disbaleTexCoordsVertexArray(); 245} 246 247void OpenGLRenderer::resume() { 248 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 249 250 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 251 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 252 253 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 254 mCaches.enableScissor(); 255 mCaches.resetScissor(); 256 dirtyClip(); 257 258 mCaches.activeTexture(0); 259 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 260 261 mCaches.blend = true; 262 glEnable(GL_BLEND); 263 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 264 glBlendEquation(GL_FUNC_ADD); 265} 266 267void OpenGLRenderer::detachFunctor(Functor* functor) { 268 mFunctors.remove(functor); 269} 270 271void OpenGLRenderer::attachFunctor(Functor* functor) { 272 mFunctors.add(functor); 273} 274 275status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 276 status_t result = DrawGlInfo::kStatusDone; 277 size_t count = mFunctors.size(); 278 279 if (count > 0) { 280 SortedVector<Functor*> functors(mFunctors); 281 mFunctors.clear(); 282 283 DrawGlInfo info; 284 info.clipLeft = 0; 285 info.clipTop = 0; 286 info.clipRight = 0; 287 info.clipBottom = 0; 288 info.isLayer = false; 289 info.width = 0; 290 info.height = 0; 291 memset(info.transform, 0, sizeof(float) * 16); 292 293 for (size_t i = 0; i < count; i++) { 294 Functor* f = functors.itemAt(i); 295 result |= (*f)(DrawGlInfo::kModeProcess, &info); 296 297 if (result & DrawGlInfo::kStatusDraw) { 298 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 299 dirty.unionWith(localDirty); 300 } 301 302 if (result & DrawGlInfo::kStatusInvoke) { 303 mFunctors.add(f); 304 } 305 } 306 } 307 308 mCaches.activeTexture(0); 309 310 return result; 311} 312 313status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 314 interrupt(); 315 detachFunctor(functor); 316 317 mCaches.enableScissor(); 318 if (mDirtyClip) { 319 setScissorFromClip(); 320 } 321 322 Rect clip(*mSnapshot->clipRect); 323 clip.snapToPixelBoundaries(); 324 325 // Since we don't know what the functor will draw, let's dirty 326 // tne entire clip region 327 if (hasLayer()) { 328 dirtyLayerUnchecked(clip, getRegion()); 329 } 330 331 DrawGlInfo info; 332 info.clipLeft = clip.left; 333 info.clipTop = clip.top; 334 info.clipRight = clip.right; 335 info.clipBottom = clip.bottom; 336 info.isLayer = hasLayer(); 337 info.width = getSnapshot()->viewport.getWidth(); 338 info.height = getSnapshot()->height; 339 getSnapshot()->transform->copyTo(&info.transform[0]); 340 341 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew; 342 343 if (result != DrawGlInfo::kStatusDone) { 344 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 345 dirty.unionWith(localDirty); 346 347 if (result & DrawGlInfo::kStatusInvoke) { 348 mFunctors.add(functor); 349 } 350 } 351 352 resume(); 353 return result; 354} 355 356/////////////////////////////////////////////////////////////////////////////// 357// State management 358/////////////////////////////////////////////////////////////////////////////// 359 360int OpenGLRenderer::getSaveCount() const { 361 return mSaveCount; 362} 363 364int OpenGLRenderer::save(int flags) { 365 return saveSnapshot(flags); 366} 367 368void OpenGLRenderer::restore() { 369 if (mSaveCount > 1) { 370 restoreSnapshot(); 371 } 372} 373 374void OpenGLRenderer::restoreToCount(int saveCount) { 375 if (saveCount < 1) saveCount = 1; 376 377 while (mSaveCount > saveCount) { 378 restoreSnapshot(); 379 } 380} 381 382int OpenGLRenderer::saveSnapshot(int flags) { 383 mSnapshot = new Snapshot(mSnapshot, flags); 384 return mSaveCount++; 385} 386 387bool OpenGLRenderer::restoreSnapshot() { 388 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 389 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 390 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 391 392 sp<Snapshot> current = mSnapshot; 393 sp<Snapshot> previous = mSnapshot->previous; 394 395 if (restoreOrtho) { 396 Rect& r = previous->viewport; 397 glViewport(r.left, r.top, r.right, r.bottom); 398 mOrthoMatrix.load(current->orthoMatrix); 399 } 400 401 mSaveCount--; 402 mSnapshot = previous; 403 404 if (restoreClip) { 405 dirtyClip(); 406 } 407 408 if (restoreLayer) { 409 composeLayer(current, previous); 410 } 411 412 return restoreClip; 413} 414 415/////////////////////////////////////////////////////////////////////////////// 416// Layers 417/////////////////////////////////////////////////////////////////////////////// 418 419int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 420 SkPaint* p, int flags) { 421 const GLuint previousFbo = mSnapshot->fbo; 422 const int count = saveSnapshot(flags); 423 424 if (!mSnapshot->isIgnored()) { 425 int alpha = 255; 426 SkXfermode::Mode mode; 427 428 if (p) { 429 alpha = p->getAlpha(); 430 if (!mCaches.extensions.hasFramebufferFetch()) { 431 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 432 if (!isMode) { 433 // Assume SRC_OVER 434 mode = SkXfermode::kSrcOver_Mode; 435 } 436 } else { 437 mode = getXfermode(p->getXfermode()); 438 } 439 } else { 440 mode = SkXfermode::kSrcOver_Mode; 441 } 442 443 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 444 } 445 446 return count; 447} 448 449int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 450 int alpha, int flags) { 451 if (alpha >= 255) { 452 return saveLayer(left, top, right, bottom, NULL, flags); 453 } else { 454 SkPaint paint; 455 paint.setAlpha(alpha); 456 return saveLayer(left, top, right, bottom, &paint, flags); 457 } 458} 459 460/** 461 * Layers are viewed by Skia are slightly different than layers in image editing 462 * programs (for instance.) When a layer is created, previously created layers 463 * and the frame buffer still receive every drawing command. For instance, if a 464 * layer is created and a shape intersecting the bounds of the layers and the 465 * framebuffer is draw, the shape will be drawn on both (unless the layer was 466 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 467 * 468 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 469 * texture. Unfortunately, this is inefficient as it requires every primitive to 470 * be drawn n + 1 times, where n is the number of active layers. In practice this 471 * means, for every primitive: 472 * - Switch active frame buffer 473 * - Change viewport, clip and projection matrix 474 * - Issue the drawing 475 * 476 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 477 * To avoid this, layers are implemented in a different way here, at least in the 478 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 479 * is set. When this flag is set we can redirect all drawing operations into a 480 * single FBO. 481 * 482 * This implementation relies on the frame buffer being at least RGBA 8888. When 483 * a layer is created, only a texture is created, not an FBO. The content of the 484 * frame buffer contained within the layer's bounds is copied into this texture 485 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 486 * buffer and drawing continues as normal. This technique therefore treats the 487 * frame buffer as a scratch buffer for the layers. 488 * 489 * To compose the layers back onto the frame buffer, each layer texture 490 * (containing the original frame buffer data) is drawn as a simple quad over 491 * the frame buffer. The trick is that the quad is set as the composition 492 * destination in the blending equation, and the frame buffer becomes the source 493 * of the composition. 494 * 495 * Drawing layers with an alpha value requires an extra step before composition. 496 * An empty quad is drawn over the layer's region in the frame buffer. This quad 497 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 498 * quad is used to multiply the colors in the frame buffer. This is achieved by 499 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 500 * GL_ZERO, GL_SRC_ALPHA. 501 * 502 * Because glCopyTexImage2D() can be slow, an alternative implementation might 503 * be use to draw a single clipped layer. The implementation described above 504 * is correct in every case. 505 * 506 * (1) The frame buffer is actually not cleared right away. To allow the GPU 507 * to potentially optimize series of calls to glCopyTexImage2D, the frame 508 * buffer is left untouched until the first drawing operation. Only when 509 * something actually gets drawn are the layers regions cleared. 510 */ 511bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 512 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 513 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 514 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 515 516 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 517 518 // Window coordinates of the layer 519 Rect clip; 520 Rect bounds(left, top, right, bottom); 521 Rect untransformedBounds(bounds); 522 mSnapshot->transform->mapRect(bounds); 523 524 // Layers only make sense if they are in the framebuffer's bounds 525 if (bounds.intersect(*mSnapshot->clipRect)) { 526 // We cannot work with sub-pixels in this case 527 bounds.snapToPixelBoundaries(); 528 529 // When the layer is not an FBO, we may use glCopyTexImage so we 530 // need to make sure the layer does not extend outside the bounds 531 // of the framebuffer 532 if (!bounds.intersect(mSnapshot->previous->viewport)) { 533 bounds.setEmpty(); 534 } else if (fboLayer) { 535 clip.set(bounds); 536 mat4 inverse; 537 inverse.loadInverse(*mSnapshot->transform); 538 inverse.mapRect(clip); 539 clip.snapToPixelBoundaries(); 540 if (clip.intersect(untransformedBounds)) { 541 clip.translate(-left, -top); 542 bounds.set(untransformedBounds); 543 } else { 544 clip.setEmpty(); 545 } 546 } 547 } else { 548 bounds.setEmpty(); 549 } 550 551 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 552 bounds.getHeight() > mCaches.maxTextureSize || 553 (fboLayer && clip.isEmpty())) { 554 mSnapshot->empty = fboLayer; 555 } else { 556 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 557 } 558 559 // Bail out if we won't draw in this snapshot 560 if (mSnapshot->invisible || mSnapshot->empty) { 561 return false; 562 } 563 564 mCaches.activeTexture(0); 565 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 566 if (!layer) { 567 return false; 568 } 569 570 layer->setAlpha(alpha, mode); 571 layer->layer.set(bounds); 572 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 573 bounds.getWidth() / float(layer->getWidth()), 0.0f); 574 layer->setColorFilter(mColorFilter); 575 layer->setBlend(true); 576 577 // Save the layer in the snapshot 578 mSnapshot->flags |= Snapshot::kFlagIsLayer; 579 mSnapshot->layer = layer; 580 581 if (fboLayer) { 582 return createFboLayer(layer, bounds, clip, previousFbo); 583 } else { 584 // Copy the framebuffer into the layer 585 layer->bindTexture(); 586 if (!bounds.isEmpty()) { 587 if (layer->isEmpty()) { 588 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 589 bounds.left, mSnapshot->height - bounds.bottom, 590 layer->getWidth(), layer->getHeight(), 0); 591 layer->setEmpty(false); 592 } else { 593 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 594 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 595 } 596 597 // Enqueue the buffer coordinates to clear the corresponding region later 598 mLayers.push(new Rect(bounds)); 599 } 600 } 601 602 return true; 603} 604 605bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 606 layer->setFbo(mCaches.fboCache.get()); 607 608 mSnapshot->region = &mSnapshot->layer->region; 609 mSnapshot->flags |= Snapshot::kFlagFboTarget; 610 611 mSnapshot->flags |= Snapshot::kFlagIsFboLayer; 612 mSnapshot->fbo = layer->getFbo(); 613 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 614 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 615 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 616 mSnapshot->height = bounds.getHeight(); 617 mSnapshot->flags |= Snapshot::kFlagDirtyOrtho; 618 mSnapshot->orthoMatrix.load(mOrthoMatrix); 619 620 // Bind texture to FBO 621 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 622 layer->bindTexture(); 623 624 // Initialize the texture if needed 625 if (layer->isEmpty()) { 626 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 627 layer->setEmpty(false); 628 } 629 630 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 631 layer->getTexture(), 0); 632 633#if DEBUG_LAYERS_AS_REGIONS 634 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 635 if (status != GL_FRAMEBUFFER_COMPLETE) { 636 ALOGE("Framebuffer incomplete (GL error code 0x%x)", status); 637 638 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 639 layer->deleteTexture(); 640 mCaches.fboCache.put(layer->getFbo()); 641 642 delete layer; 643 644 return false; 645 } 646#endif 647 648 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 649 mCaches.enableScissor(); 650 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 651 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 652 glClear(GL_COLOR_BUFFER_BIT); 653 654 dirtyClip(); 655 656 // Change the ortho projection 657 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 658 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 659 660 return true; 661} 662 663/** 664 * Read the documentation of createLayer() before doing anything in this method. 665 */ 666void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 667 if (!current->layer) { 668 ALOGE("Attempting to compose a layer that does not exist"); 669 return; 670 } 671 672 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 673 674 if (fboLayer) { 675 // Detach the texture from the FBO 676 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 677 678 // Unbind current FBO and restore previous one 679 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 680 } 681 682 Layer* layer = current->layer; 683 const Rect& rect = layer->layer; 684 685 if (!fboLayer && layer->getAlpha() < 255) { 686 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 687 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 688 // Required below, composeLayerRect() will divide by 255 689 layer->setAlpha(255); 690 } 691 692 mCaches.unbindMeshBuffer(); 693 694 mCaches.activeTexture(0); 695 696 // When the layer is stored in an FBO, we can save a bit of fillrate by 697 // drawing only the dirty region 698 if (fboLayer) { 699 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 700 if (layer->getColorFilter()) { 701 setupColorFilter(layer->getColorFilter()); 702 } 703 composeLayerRegion(layer, rect); 704 if (layer->getColorFilter()) { 705 resetColorFilter(); 706 } 707 } else if (!rect.isEmpty()) { 708 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 709 composeLayerRect(layer, rect, true); 710 } 711 712 if (fboLayer) { 713 // Note: No need to use glDiscardFramebufferEXT() since we never 714 // create/compose layers that are not on screen with this 715 // code path 716 // See LayerRenderer::destroyLayer(Layer*) 717 718 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 719 mCaches.fboCache.put(current->fbo); 720 layer->setFbo(0); 721 } 722 723 dirtyClip(); 724 725 // Failing to add the layer to the cache should happen only if the layer is too large 726 if (!mCaches.layerCache.put(layer)) { 727 LAYER_LOGD("Deleting layer"); 728 layer->deleteTexture(); 729 delete layer; 730 } 731} 732 733void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 734 float alpha = layer->getAlpha() / 255.0f; 735 736 mat4& transform = layer->getTransform(); 737 if (!transform.isIdentity()) { 738 save(0); 739 mSnapshot->transform->multiply(transform); 740 } 741 742 setupDraw(); 743 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 744 setupDrawWithTexture(); 745 } else { 746 setupDrawWithExternalTexture(); 747 } 748 setupDrawTextureTransform(); 749 setupDrawColor(alpha, alpha, alpha, alpha); 750 setupDrawColorFilter(); 751 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 752 setupDrawProgram(); 753 setupDrawPureColorUniforms(); 754 setupDrawColorFilterUniforms(); 755 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 756 setupDrawTexture(layer->getTexture()); 757 } else { 758 setupDrawExternalTexture(layer->getTexture()); 759 } 760 if (mSnapshot->transform->isPureTranslate() && 761 layer->getWidth() == (uint32_t) rect.getWidth() && 762 layer->getHeight() == (uint32_t) rect.getHeight()) { 763 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 764 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 765 766 layer->setFilter(GL_NEAREST); 767 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 768 } else { 769 layer->setFilter(GL_LINEAR); 770 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 771 } 772 setupDrawTextureTransformUniforms(layer->getTexTransform()); 773 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 774 775 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 776 777 finishDrawTexture(); 778 779 if (!transform.isIdentity()) { 780 restore(); 781 } 782} 783 784void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 785 if (!layer->isTextureLayer()) { 786 const Rect& texCoords = layer->texCoords; 787 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 788 texCoords.right, texCoords.bottom); 789 790 float x = rect.left; 791 float y = rect.top; 792 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 793 layer->getWidth() == (uint32_t) rect.getWidth() && 794 layer->getHeight() == (uint32_t) rect.getHeight(); 795 796 if (simpleTransform) { 797 // When we're swapping, the layer is already in screen coordinates 798 if (!swap) { 799 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 800 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 801 } 802 803 layer->setFilter(GL_NEAREST, true); 804 } else { 805 layer->setFilter(GL_LINEAR, true); 806 } 807 808 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 809 layer->getTexture(), layer->getAlpha() / 255.0f, 810 layer->getMode(), layer->isBlend(), 811 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 812 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 813 814 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 815 } else { 816 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 817 drawTextureLayer(layer, rect); 818 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 819 } 820} 821 822void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 823 if (layer->region.isRect()) { 824 layer->setRegionAsRect(); 825 826 composeLayerRect(layer, layer->regionRect); 827 828 layer->region.clear(); 829 return; 830 } 831 832 // TODO: See LayerRenderer.cpp::generateMesh() for important 833 // information about this implementation 834 if (CC_LIKELY(!layer->region.isEmpty())) { 835 size_t count; 836 const android::Rect* rects = layer->region.getArray(&count); 837 838 const float alpha = layer->getAlpha() / 255.0f; 839 const float texX = 1.0f / float(layer->getWidth()); 840 const float texY = 1.0f / float(layer->getHeight()); 841 const float height = rect.getHeight(); 842 843 TextureVertex* mesh = mCaches.getRegionMesh(); 844 GLsizei numQuads = 0; 845 846 setupDraw(); 847 setupDrawWithTexture(); 848 setupDrawColor(alpha, alpha, alpha, alpha); 849 setupDrawColorFilter(); 850 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 851 setupDrawProgram(); 852 setupDrawDirtyRegionsDisabled(); 853 setupDrawPureColorUniforms(); 854 setupDrawColorFilterUniforms(); 855 setupDrawTexture(layer->getTexture()); 856 if (mSnapshot->transform->isPureTranslate()) { 857 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 858 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 859 860 layer->setFilter(GL_NEAREST); 861 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 862 } else { 863 layer->setFilter(GL_LINEAR); 864 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 865 } 866 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 867 868 for (size_t i = 0; i < count; i++) { 869 const android::Rect* r = &rects[i]; 870 871 const float u1 = r->left * texX; 872 const float v1 = (height - r->top) * texY; 873 const float u2 = r->right * texX; 874 const float v2 = (height - r->bottom) * texY; 875 876 // TODO: Reject quads outside of the clip 877 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 878 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 879 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 880 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 881 882 numQuads++; 883 884 if (numQuads >= REGION_MESH_QUAD_COUNT) { 885 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 886 numQuads = 0; 887 mesh = mCaches.getRegionMesh(); 888 } 889 } 890 891 if (numQuads > 0) { 892 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 893 } 894 895 finishDrawTexture(); 896 897#if DEBUG_LAYERS_AS_REGIONS 898 drawRegionRects(layer->region); 899#endif 900 901 layer->region.clear(); 902 } 903} 904 905void OpenGLRenderer::drawRegionRects(const Region& region) { 906#if DEBUG_LAYERS_AS_REGIONS 907 size_t count; 908 const android::Rect* rects = region.getArray(&count); 909 910 uint32_t colors[] = { 911 0x7fff0000, 0x7f00ff00, 912 0x7f0000ff, 0x7fff00ff, 913 }; 914 915 int offset = 0; 916 int32_t top = rects[0].top; 917 918 for (size_t i = 0; i < count; i++) { 919 if (top != rects[i].top) { 920 offset ^= 0x2; 921 top = rects[i].top; 922 } 923 924 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 925 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 926 SkXfermode::kSrcOver_Mode); 927 } 928#endif 929} 930 931void OpenGLRenderer::dirtyLayer(const float left, const float top, 932 const float right, const float bottom, const mat4 transform) { 933 if (hasLayer()) { 934 Rect bounds(left, top, right, bottom); 935 transform.mapRect(bounds); 936 dirtyLayerUnchecked(bounds, getRegion()); 937 } 938} 939 940void OpenGLRenderer::dirtyLayer(const float left, const float top, 941 const float right, const float bottom) { 942 if (hasLayer()) { 943 Rect bounds(left, top, right, bottom); 944 dirtyLayerUnchecked(bounds, getRegion()); 945 } 946} 947 948void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 949 if (bounds.intersect(*mSnapshot->clipRect)) { 950 bounds.snapToPixelBoundaries(); 951 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 952 if (!dirty.isEmpty()) { 953 region->orSelf(dirty); 954 } 955 } 956} 957 958void OpenGLRenderer::clearLayerRegions() { 959 const size_t count = mLayers.size(); 960 if (count == 0) return; 961 962 if (!mSnapshot->isIgnored()) { 963 // Doing several glScissor/glClear here can negatively impact 964 // GPUs with a tiler architecture, instead we draw quads with 965 // the Clear blending mode 966 967 // The list contains bounds that have already been clipped 968 // against their initial clip rect, and the current clip 969 // is likely different so we need to disable clipping here 970 bool scissorChanged = mCaches.disableScissor(); 971 972 Vertex mesh[count * 6]; 973 Vertex* vertex = mesh; 974 975 for (uint32_t i = 0; i < count; i++) { 976 Rect* bounds = mLayers.itemAt(i); 977 978 Vertex::set(vertex++, bounds->left, bounds->bottom); 979 Vertex::set(vertex++, bounds->left, bounds->top); 980 Vertex::set(vertex++, bounds->right, bounds->top); 981 Vertex::set(vertex++, bounds->left, bounds->bottom); 982 Vertex::set(vertex++, bounds->right, bounds->top); 983 Vertex::set(vertex++, bounds->right, bounds->bottom); 984 985 delete bounds; 986 } 987 988 setupDraw(false); 989 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 990 setupDrawBlending(true, SkXfermode::kClear_Mode); 991 setupDrawProgram(); 992 setupDrawPureColorUniforms(); 993 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 994 setupDrawVertices(&mesh[0].position[0]); 995 996 glDrawArrays(GL_TRIANGLES, 0, count * 6); 997 998 if (scissorChanged) mCaches.enableScissor(); 999 } else { 1000 for (uint32_t i = 0; i < count; i++) { 1001 delete mLayers.itemAt(i); 1002 } 1003 } 1004 1005 mLayers.clear(); 1006} 1007 1008/////////////////////////////////////////////////////////////////////////////// 1009// Transforms 1010/////////////////////////////////////////////////////////////////////////////// 1011 1012void OpenGLRenderer::translate(float dx, float dy) { 1013 mSnapshot->transform->translate(dx, dy, 0.0f); 1014} 1015 1016void OpenGLRenderer::rotate(float degrees) { 1017 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 1018} 1019 1020void OpenGLRenderer::scale(float sx, float sy) { 1021 mSnapshot->transform->scale(sx, sy, 1.0f); 1022} 1023 1024void OpenGLRenderer::skew(float sx, float sy) { 1025 mSnapshot->transform->skew(sx, sy); 1026} 1027 1028void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1029 if (matrix) { 1030 mSnapshot->transform->load(*matrix); 1031 } else { 1032 mSnapshot->transform->loadIdentity(); 1033 } 1034} 1035 1036void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1037 mSnapshot->transform->copyTo(*matrix); 1038} 1039 1040void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1041 SkMatrix transform; 1042 mSnapshot->transform->copyTo(transform); 1043 transform.preConcat(*matrix); 1044 mSnapshot->transform->load(transform); 1045} 1046 1047/////////////////////////////////////////////////////////////////////////////// 1048// Clipping 1049/////////////////////////////////////////////////////////////////////////////// 1050 1051void OpenGLRenderer::setScissorFromClip() { 1052 Rect clip(*mSnapshot->clipRect); 1053 clip.snapToPixelBoundaries(); 1054 1055 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1056 clip.getWidth(), clip.getHeight())) { 1057 mDirtyClip = false; 1058 } 1059} 1060 1061const Rect& OpenGLRenderer::getClipBounds() { 1062 return mSnapshot->getLocalClip(); 1063} 1064 1065bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) { 1066 if (mSnapshot->isIgnored()) { 1067 return true; 1068 } 1069 1070 Rect r(left, top, right, bottom); 1071 mSnapshot->transform->mapRect(r); 1072 r.snapToPixelBoundaries(); 1073 1074 Rect clipRect(*mSnapshot->clipRect); 1075 clipRect.snapToPixelBoundaries(); 1076 1077 return !clipRect.intersects(r); 1078} 1079 1080bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1081 if (mSnapshot->isIgnored()) { 1082 return true; 1083 } 1084 1085 Rect r(left, top, right, bottom); 1086 mSnapshot->transform->mapRect(r); 1087 r.snapToPixelBoundaries(); 1088 1089 Rect clipRect(*mSnapshot->clipRect); 1090 clipRect.snapToPixelBoundaries(); 1091 1092 bool rejected = !clipRect.intersects(r); 1093 if (!isDeferred() && !rejected) { 1094 mCaches.setScissorEnabled(!clipRect.contains(r)); 1095 } 1096 1097 return rejected; 1098} 1099 1100bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1101 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1102 if (clipped) { 1103 dirtyClip(); 1104 } 1105 return !mSnapshot->clipRect->isEmpty(); 1106} 1107 1108Rect* OpenGLRenderer::getClipRect() { 1109 return mSnapshot->clipRect; 1110} 1111 1112/////////////////////////////////////////////////////////////////////////////// 1113// Drawing commands 1114/////////////////////////////////////////////////////////////////////////////// 1115 1116void OpenGLRenderer::setupDraw(bool clear) { 1117 // TODO: It would be best if we could do this before quickReject() 1118 // changes the scissor test state 1119 if (clear) clearLayerRegions(); 1120 if (mDirtyClip) { 1121 setScissorFromClip(); 1122 } 1123 mDescription.reset(); 1124 mSetShaderColor = false; 1125 mColorSet = false; 1126 mColorA = mColorR = mColorG = mColorB = 0.0f; 1127 mTextureUnit = 0; 1128 mTrackDirtyRegions = true; 1129} 1130 1131void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1132 mDescription.hasTexture = true; 1133 mDescription.hasAlpha8Texture = isAlpha8; 1134} 1135 1136void OpenGLRenderer::setupDrawWithExternalTexture() { 1137 mDescription.hasExternalTexture = true; 1138} 1139 1140void OpenGLRenderer::setupDrawNoTexture() { 1141 mCaches.disbaleTexCoordsVertexArray(); 1142} 1143 1144void OpenGLRenderer::setupDrawAALine() { 1145 mDescription.isAA = true; 1146} 1147 1148void OpenGLRenderer::setupDrawAARect() { 1149 mDescription.isAARect = true; 1150} 1151 1152void OpenGLRenderer::setupDrawPoint(float pointSize) { 1153 mDescription.isPoint = true; 1154 mDescription.pointSize = pointSize; 1155} 1156 1157void OpenGLRenderer::setupDrawColor(int color) { 1158 setupDrawColor(color, (color >> 24) & 0xFF); 1159} 1160 1161void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1162 mColorA = alpha / 255.0f; 1163 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1164 // the rgb values by a instead of also dividing by 255 1165 const float a = mColorA / 255.0f; 1166 mColorR = a * ((color >> 16) & 0xFF); 1167 mColorG = a * ((color >> 8) & 0xFF); 1168 mColorB = a * ((color ) & 0xFF); 1169 mColorSet = true; 1170 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1171} 1172 1173void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1174 mColorA = alpha / 255.0f; 1175 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1176 // the rgb values by a instead of also dividing by 255 1177 const float a = mColorA / 255.0f; 1178 mColorR = a * ((color >> 16) & 0xFF); 1179 mColorG = a * ((color >> 8) & 0xFF); 1180 mColorB = a * ((color ) & 0xFF); 1181 mColorSet = true; 1182 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1183} 1184 1185void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1186 mCaches.fontRenderer->describe(mDescription, paint); 1187} 1188 1189void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1190 mColorA = a; 1191 mColorR = r; 1192 mColorG = g; 1193 mColorB = b; 1194 mColorSet = true; 1195 mSetShaderColor = mDescription.setColor(r, g, b, a); 1196} 1197 1198void OpenGLRenderer::setupDrawShader() { 1199 if (mShader) { 1200 mShader->describe(mDescription, mCaches.extensions); 1201 } 1202} 1203 1204void OpenGLRenderer::setupDrawColorFilter() { 1205 if (mColorFilter) { 1206 mColorFilter->describe(mDescription, mCaches.extensions); 1207 } 1208} 1209 1210void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1211 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1212 mColorA = 1.0f; 1213 mColorR = mColorG = mColorB = 0.0f; 1214 mSetShaderColor = mDescription.modulate = true; 1215 } 1216} 1217 1218void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1219 // When the blending mode is kClear_Mode, we need to use a modulate color 1220 // argb=1,0,0,0 1221 accountForClear(mode); 1222 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1223 mDescription, swapSrcDst); 1224} 1225 1226void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1227 // When the blending mode is kClear_Mode, we need to use a modulate color 1228 // argb=1,0,0,0 1229 accountForClear(mode); 1230 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1231 mDescription, swapSrcDst); 1232} 1233 1234void OpenGLRenderer::setupDrawProgram() { 1235 useProgram(mCaches.programCache.get(mDescription)); 1236} 1237 1238void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1239 mTrackDirtyRegions = false; 1240} 1241 1242void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1243 bool ignoreTransform) { 1244 mModelView.loadTranslate(left, top, 0.0f); 1245 if (!ignoreTransform) { 1246 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1247 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1248 } else { 1249 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1250 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1251 } 1252} 1253 1254void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1255 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1256} 1257 1258void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1259 bool ignoreTransform, bool ignoreModelView) { 1260 if (!ignoreModelView) { 1261 mModelView.loadTranslate(left, top, 0.0f); 1262 mModelView.scale(right - left, bottom - top, 1.0f); 1263 } else { 1264 mModelView.loadIdentity(); 1265 } 1266 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1267 if (!ignoreTransform) { 1268 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1269 if (mTrackDirtyRegions && dirty) { 1270 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1271 } 1272 } else { 1273 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1274 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1275 } 1276} 1277 1278void OpenGLRenderer::setupDrawPointUniforms() { 1279 int slot = mCaches.currentProgram->getUniform("pointSize"); 1280 glUniform1f(slot, mDescription.pointSize); 1281} 1282 1283void OpenGLRenderer::setupDrawColorUniforms() { 1284 if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) { 1285 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1286 } 1287} 1288 1289void OpenGLRenderer::setupDrawPureColorUniforms() { 1290 if (mSetShaderColor) { 1291 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1292 } 1293} 1294 1295void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1296 if (mShader) { 1297 if (ignoreTransform) { 1298 mModelView.loadInverse(*mSnapshot->transform); 1299 } 1300 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1301 } 1302} 1303 1304void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1305 if (mShader) { 1306 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1307 } 1308} 1309 1310void OpenGLRenderer::setupDrawColorFilterUniforms() { 1311 if (mColorFilter) { 1312 mColorFilter->setupProgram(mCaches.currentProgram); 1313 } 1314} 1315 1316void OpenGLRenderer::setupDrawTextGammaUniforms() { 1317 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1318} 1319 1320void OpenGLRenderer::setupDrawSimpleMesh() { 1321 bool force = mCaches.bindMeshBuffer(); 1322 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0); 1323 mCaches.unbindIndicesBuffer(); 1324} 1325 1326void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1327 bindTexture(texture); 1328 mTextureUnit++; 1329 mCaches.enableTexCoordsVertexArray(); 1330} 1331 1332void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1333 bindExternalTexture(texture); 1334 mTextureUnit++; 1335 mCaches.enableTexCoordsVertexArray(); 1336} 1337 1338void OpenGLRenderer::setupDrawTextureTransform() { 1339 mDescription.hasTextureTransform = true; 1340} 1341 1342void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1343 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1344 GL_FALSE, &transform.data[0]); 1345} 1346 1347void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1348 bool force = false; 1349 if (!vertices) { 1350 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1351 } else { 1352 force = mCaches.unbindMeshBuffer(); 1353 } 1354 1355 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1356 if (mCaches.currentProgram->texCoords >= 0) { 1357 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1358 } 1359 1360 mCaches.unbindIndicesBuffer(); 1361} 1362 1363void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1364 bool force = mCaches.unbindMeshBuffer(); 1365 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1366 if (mCaches.currentProgram->texCoords >= 0) { 1367 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1368 } 1369} 1370 1371void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1372 bool force = mCaches.unbindMeshBuffer(); 1373 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1374 vertices, gVertexStride); 1375 mCaches.unbindIndicesBuffer(); 1376} 1377 1378/** 1379 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1380 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1381 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1382 * attributes (one per vertex) are values from zero to one that tells the fragment 1383 * shader where the fragment is in relation to the line width/length overall; these values are 1384 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1385 * region of the line. 1386 * Note that we only pass down the width values in this setup function. The length coordinates 1387 * are set up for each individual segment. 1388 */ 1389void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1390 GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) { 1391 bool force = mCaches.unbindMeshBuffer(); 1392 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1393 vertices, gAAVertexStride); 1394 mCaches.resetTexCoordsVertexPointer(); 1395 mCaches.unbindIndicesBuffer(); 1396 1397 widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1398 glEnableVertexAttribArray(widthSlot); 1399 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1400 1401 lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1402 glEnableVertexAttribArray(lengthSlot); 1403 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1404 1405 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1406 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1407} 1408 1409void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) { 1410 glDisableVertexAttribArray(widthSlot); 1411 glDisableVertexAttribArray(lengthSlot); 1412} 1413 1414void OpenGLRenderer::finishDrawTexture() { 1415} 1416 1417/////////////////////////////////////////////////////////////////////////////// 1418// Drawing 1419/////////////////////////////////////////////////////////////////////////////// 1420 1421status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, 1422 Rect& dirty, int32_t flags, uint32_t level) { 1423 1424 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1425 // will be performed by the display list itself 1426 if (displayList && displayList->isRenderable()) { 1427 return displayList->replay(*this, dirty, flags, level); 1428 } 1429 1430 return DrawGlInfo::kStatusDone; 1431} 1432 1433void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1434 if (displayList) { 1435 displayList->output(*this, level); 1436 } 1437} 1438 1439void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1440 int alpha; 1441 SkXfermode::Mode mode; 1442 getAlphaAndMode(paint, &alpha, &mode); 1443 1444 float x = left; 1445 float y = top; 1446 1447 GLenum filter = GL_LINEAR; 1448 bool ignoreTransform = false; 1449 if (mSnapshot->transform->isPureTranslate()) { 1450 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1451 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1452 ignoreTransform = true; 1453 filter = GL_NEAREST; 1454 } else { 1455 filter = FILTER(paint); 1456 } 1457 1458 setupDraw(); 1459 setupDrawWithTexture(true); 1460 if (paint) { 1461 setupDrawAlpha8Color(paint->getColor(), alpha); 1462 } 1463 setupDrawColorFilter(); 1464 setupDrawShader(); 1465 setupDrawBlending(true, mode); 1466 setupDrawProgram(); 1467 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1468 1469 setupDrawTexture(texture->id); 1470 texture->setWrap(GL_CLAMP_TO_EDGE); 1471 texture->setFilter(filter); 1472 1473 setupDrawPureColorUniforms(); 1474 setupDrawColorFilterUniforms(); 1475 setupDrawShaderUniforms(); 1476 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1477 1478 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1479 1480 finishDrawTexture(); 1481} 1482 1483status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1484 const float right = left + bitmap->width(); 1485 const float bottom = top + bitmap->height(); 1486 1487 if (quickReject(left, top, right, bottom)) { 1488 return DrawGlInfo::kStatusDone; 1489 } 1490 1491 mCaches.activeTexture(0); 1492 Texture* texture = mCaches.textureCache.get(bitmap); 1493 if (!texture) return DrawGlInfo::kStatusDone; 1494 const AutoTexture autoCleanup(texture); 1495 1496 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1497 drawAlphaBitmap(texture, left, top, paint); 1498 } else { 1499 drawTextureRect(left, top, right, bottom, texture, paint); 1500 } 1501 1502 return DrawGlInfo::kStatusDrew; 1503} 1504 1505status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1506 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1507 const mat4 transform(*matrix); 1508 transform.mapRect(r); 1509 1510 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1511 return DrawGlInfo::kStatusDone; 1512 } 1513 1514 mCaches.activeTexture(0); 1515 Texture* texture = mCaches.textureCache.get(bitmap); 1516 if (!texture) return DrawGlInfo::kStatusDone; 1517 const AutoTexture autoCleanup(texture); 1518 1519 // This could be done in a cheaper way, all we need is pass the matrix 1520 // to the vertex shader. The save/restore is a bit overkill. 1521 save(SkCanvas::kMatrix_SaveFlag); 1522 concatMatrix(matrix); 1523 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1524 restore(); 1525 1526 return DrawGlInfo::kStatusDrew; 1527} 1528 1529status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1530 const float right = left + bitmap->width(); 1531 const float bottom = top + bitmap->height(); 1532 1533 if (quickReject(left, top, right, bottom)) { 1534 return DrawGlInfo::kStatusDone; 1535 } 1536 1537 mCaches.activeTexture(0); 1538 Texture* texture = mCaches.textureCache.getTransient(bitmap); 1539 const AutoTexture autoCleanup(texture); 1540 1541 drawTextureRect(left, top, right, bottom, texture, paint); 1542 1543 return DrawGlInfo::kStatusDrew; 1544} 1545 1546status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1547 float* vertices, int* colors, SkPaint* paint) { 1548 // TODO: Do a quickReject 1549 if (!vertices || mSnapshot->isIgnored()) { 1550 return DrawGlInfo::kStatusDone; 1551 } 1552 1553 mCaches.activeTexture(0); 1554 Texture* texture = mCaches.textureCache.get(bitmap); 1555 if (!texture) return DrawGlInfo::kStatusDone; 1556 const AutoTexture autoCleanup(texture); 1557 1558 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1559 texture->setFilter(FILTER(paint), true); 1560 1561 int alpha; 1562 SkXfermode::Mode mode; 1563 getAlphaAndMode(paint, &alpha, &mode); 1564 1565 const uint32_t count = meshWidth * meshHeight * 6; 1566 1567 float left = FLT_MAX; 1568 float top = FLT_MAX; 1569 float right = FLT_MIN; 1570 float bottom = FLT_MIN; 1571 1572 const bool hasActiveLayer = hasLayer(); 1573 1574 // TODO: Support the colors array 1575 TextureVertex mesh[count]; 1576 TextureVertex* vertex = mesh; 1577 for (int32_t y = 0; y < meshHeight; y++) { 1578 for (int32_t x = 0; x < meshWidth; x++) { 1579 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1580 1581 float u1 = float(x) / meshWidth; 1582 float u2 = float(x + 1) / meshWidth; 1583 float v1 = float(y) / meshHeight; 1584 float v2 = float(y + 1) / meshHeight; 1585 1586 int ax = i + (meshWidth + 1) * 2; 1587 int ay = ax + 1; 1588 int bx = i; 1589 int by = bx + 1; 1590 int cx = i + 2; 1591 int cy = cx + 1; 1592 int dx = i + (meshWidth + 1) * 2 + 2; 1593 int dy = dx + 1; 1594 1595 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1596 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1597 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1598 1599 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1600 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1601 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1602 1603 if (hasActiveLayer) { 1604 // TODO: This could be optimized to avoid unnecessary ops 1605 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1606 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1607 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1608 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1609 } 1610 } 1611 } 1612 1613 if (hasActiveLayer) { 1614 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1615 } 1616 1617 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1618 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1619 GL_TRIANGLES, count, false, false, 0, false, false); 1620 1621 return DrawGlInfo::kStatusDrew; 1622} 1623 1624status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1625 float srcLeft, float srcTop, float srcRight, float srcBottom, 1626 float dstLeft, float dstTop, float dstRight, float dstBottom, 1627 SkPaint* paint) { 1628 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1629 return DrawGlInfo::kStatusDone; 1630 } 1631 1632 mCaches.activeTexture(0); 1633 Texture* texture = mCaches.textureCache.get(bitmap); 1634 if (!texture) return DrawGlInfo::kStatusDone; 1635 const AutoTexture autoCleanup(texture); 1636 1637 const float width = texture->width; 1638 const float height = texture->height; 1639 1640 const float u1 = fmax(0.0f, srcLeft / width); 1641 const float v1 = fmax(0.0f, srcTop / height); 1642 const float u2 = fmin(1.0f, srcRight / width); 1643 const float v2 = fmin(1.0f, srcBottom / height); 1644 1645 mCaches.unbindMeshBuffer(); 1646 resetDrawTextureTexCoords(u1, v1, u2, v2); 1647 1648 int alpha; 1649 SkXfermode::Mode mode; 1650 getAlphaAndMode(paint, &alpha, &mode); 1651 1652 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1653 1654 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 1655 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1656 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1657 1658 GLenum filter = GL_NEAREST; 1659 // Enable linear filtering if the source rectangle is scaled 1660 if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) { 1661 filter = FILTER(paint); 1662 } 1663 1664 texture->setFilter(filter, true); 1665 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1666 texture->id, alpha / 255.0f, mode, texture->blend, 1667 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1668 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1669 } else { 1670 texture->setFilter(FILTER(paint), true); 1671 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1672 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1673 GL_TRIANGLE_STRIP, gMeshCount); 1674 } 1675 1676 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1677 1678 return DrawGlInfo::kStatusDrew; 1679} 1680 1681status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1682 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1683 float left, float top, float right, float bottom, SkPaint* paint) { 1684 int alpha; 1685 SkXfermode::Mode mode; 1686 getAlphaAndModeDirect(paint, &alpha, &mode); 1687 1688 return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors, 1689 left, top, right, bottom, alpha, mode); 1690} 1691 1692status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1693 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1694 float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) { 1695 if (quickReject(left, top, right, bottom)) { 1696 return DrawGlInfo::kStatusDone; 1697 } 1698 1699 alpha *= mSnapshot->alpha; 1700 1701 mCaches.activeTexture(0); 1702 Texture* texture = mCaches.textureCache.get(bitmap); 1703 if (!texture) return DrawGlInfo::kStatusDone; 1704 const AutoTexture autoCleanup(texture); 1705 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1706 texture->setFilter(GL_LINEAR, true); 1707 1708 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1709 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1710 1711 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 1712 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1713 // Mark the current layer dirty where we are going to draw the patch 1714 if (hasLayer() && mesh->hasEmptyQuads) { 1715 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1716 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1717 const size_t count = mesh->quads.size(); 1718 for (size_t i = 0; i < count; i++) { 1719 const Rect& bounds = mesh->quads.itemAt(i); 1720 if (CC_LIKELY(pureTranslate)) { 1721 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1722 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1723 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1724 } else { 1725 dirtyLayer(left + bounds.left, top + bounds.top, 1726 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1727 } 1728 } 1729 } 1730 1731 if (CC_LIKELY(pureTranslate)) { 1732 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1733 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1734 1735 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1736 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1737 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1738 true, !mesh->hasEmptyQuads); 1739 } else { 1740 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1741 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1742 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1743 true, !mesh->hasEmptyQuads); 1744 } 1745 } 1746 1747 return DrawGlInfo::kStatusDrew; 1748} 1749 1750/** 1751 * This function uses a similar approach to that of AA lines in the drawLines() function. 1752 * We expand the rectangle by a half pixel in screen space on all sides. However, instead of using 1753 * a fragment shader to compute the translucency of the color from its position, we simply use a 1754 * varying parameter to define how far a given pixel is into the region. 1755 */ 1756void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom, 1757 int color, SkXfermode::Mode mode) { 1758 float inverseScaleX = 1.0f; 1759 float inverseScaleY = 1.0f; 1760 1761 // The quad that we use needs to account for scaling. 1762 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 1763 Matrix4 *mat = mSnapshot->transform; 1764 float m00 = mat->data[Matrix4::kScaleX]; 1765 float m01 = mat->data[Matrix4::kSkewY]; 1766 float m10 = mat->data[Matrix4::kSkewX]; 1767 float m11 = mat->data[Matrix4::kScaleX]; 1768 float scaleX = sqrt(m00 * m00 + m01 * m01); 1769 float scaleY = sqrt(m10 * m10 + m11 * m11); 1770 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1771 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1772 } 1773 1774 float boundarySizeX = .5 * inverseScaleX; 1775 float boundarySizeY = .5 * inverseScaleY; 1776 1777 float innerLeft = left + boundarySizeX; 1778 float innerRight = right - boundarySizeX; 1779 float innerTop = top + boundarySizeY; 1780 float innerBottom = bottom - boundarySizeY; 1781 1782 // Adjust the rect by the AA boundary padding 1783 left -= boundarySizeX; 1784 right += boundarySizeX; 1785 top -= boundarySizeY; 1786 bottom += boundarySizeY; 1787 1788 if (!quickReject(left, top, right, bottom)) { 1789 setupDraw(); 1790 setupDrawNoTexture(); 1791 setupDrawAARect(); 1792 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 1793 setupDrawColorFilter(); 1794 setupDrawShader(); 1795 setupDrawBlending(true, mode); 1796 setupDrawProgram(); 1797 setupDrawModelViewIdentity(true); 1798 setupDrawColorUniforms(); 1799 setupDrawColorFilterUniforms(); 1800 setupDrawShaderIdentityUniforms(); 1801 1802 AlphaVertex rects[14]; 1803 AlphaVertex* aVertices = &rects[0]; 1804 void* alphaCoords = ((GLbyte*) aVertices) + gVertexAlphaOffset; 1805 1806 bool force = mCaches.unbindMeshBuffer(); 1807 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1808 aVertices, gAlphaVertexStride); 1809 mCaches.resetTexCoordsVertexPointer(); 1810 mCaches.unbindIndicesBuffer(); 1811 1812 int alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 1813 glEnableVertexAttribArray(alphaSlot); 1814 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 1815 1816 // draw left 1817 AlphaVertex::set(aVertices++, left, bottom, 0); 1818 AlphaVertex::set(aVertices++, innerLeft, innerBottom, 1); 1819 AlphaVertex::set(aVertices++, left, top, 0); 1820 AlphaVertex::set(aVertices++, innerLeft, innerTop, 1); 1821 1822 // draw top 1823 AlphaVertex::set(aVertices++, right, top, 0); 1824 AlphaVertex::set(aVertices++, innerRight, innerTop, 1); 1825 1826 // draw right 1827 AlphaVertex::set(aVertices++, right, bottom, 0); 1828 AlphaVertex::set(aVertices++, innerRight, innerBottom, 1); 1829 1830 // draw bottom 1831 AlphaVertex::set(aVertices++, left, bottom, 0); 1832 AlphaVertex::set(aVertices++, innerLeft, innerBottom, 1); 1833 1834 // draw inner rect (repeating last vertex to create degenerate bridge triangles) 1835 // TODO: also consider drawing the inner rect without the blending-forced shader, if 1836 // blending is expensive. Note: can't use drawColorRect() since it doesn't use vertex 1837 // buffers like below, resulting in slightly different transformed coordinates. 1838 AlphaVertex::set(aVertices++, innerLeft, innerBottom, 1); 1839 AlphaVertex::set(aVertices++, innerLeft, innerTop, 1); 1840 AlphaVertex::set(aVertices++, innerRight, innerBottom, 1); 1841 AlphaVertex::set(aVertices++, innerRight, innerTop, 1); 1842 1843 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1844 1845 glDrawArrays(GL_TRIANGLE_STRIP, 0, 14); 1846 1847 glDisableVertexAttribArray(alphaSlot); 1848 } 1849} 1850 1851/** 1852 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1853 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1854 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1855 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 1856 * of the line. Hairlines are more involved because we need to account for transform scaling 1857 * to end up with a one-pixel-wide line in screen space.. 1858 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 1859 * in combination with values that we calculate and pass down in this method. The basic approach 1860 * is that the quad we create contains both the core line area plus a bounding area in which 1861 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 1862 * proportion of the width and the length of a given segment is represented by the boundary 1863 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 1864 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 1865 * on the inside). This ends up giving the result we want, with pixels that are completely 1866 * 'inside' the line area being filled opaquely and the other pixels being filled according to 1867 * how far into the boundary region they are, which is determined by shader interpolation. 1868 */ 1869status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1870 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 1871 1872 const bool isAA = paint->isAntiAlias(); 1873 // We use half the stroke width here because we're going to position the quad 1874 // corner vertices half of the width away from the line endpoints 1875 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 1876 // A stroke width of 0 has a special meaning in Skia: 1877 // it draws a line 1 px wide regardless of current transform 1878 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1879 1880 float inverseScaleX = 1.0f; 1881 float inverseScaleY = 1.0f; 1882 bool scaled = false; 1883 1884 int alpha; 1885 SkXfermode::Mode mode; 1886 1887 int generatedVerticesCount = 0; 1888 int verticesCount = count; 1889 if (count > 4) { 1890 // Polyline: account for extra vertices needed for continuous tri-strip 1891 verticesCount += (count - 4); 1892 } 1893 1894 if (isHairLine || isAA) { 1895 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 1896 // the line on the screen should always be one pixel wide regardless of scale. For 1897 // AA lines, we only want one pixel of translucent boundary around the quad. 1898 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 1899 Matrix4 *mat = mSnapshot->transform; 1900 float m00 = mat->data[Matrix4::kScaleX]; 1901 float m01 = mat->data[Matrix4::kSkewY]; 1902 float m10 = mat->data[Matrix4::kSkewX]; 1903 float m11 = mat->data[Matrix4::kScaleX]; 1904 1905 float scaleX = sqrtf(m00 * m00 + m01 * m01); 1906 float scaleY = sqrtf(m10 * m10 + m11 * m11); 1907 1908 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1909 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1910 1911 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 1912 scaled = true; 1913 } 1914 } 1915 } 1916 1917 getAlphaAndMode(paint, &alpha, &mode); 1918 1919 mCaches.enableScissor(); 1920 1921 setupDraw(); 1922 setupDrawNoTexture(); 1923 if (isAA) { 1924 setupDrawAALine(); 1925 } 1926 setupDrawColor(paint->getColor(), alpha); 1927 setupDrawColorFilter(); 1928 setupDrawShader(); 1929 setupDrawBlending(isAA, mode); 1930 setupDrawProgram(); 1931 setupDrawModelViewIdentity(true); 1932 setupDrawColorUniforms(); 1933 setupDrawColorFilterUniforms(); 1934 setupDrawShaderIdentityUniforms(); 1935 1936 if (isHairLine) { 1937 // Set a real stroke width to be used in quad construction 1938 halfStrokeWidth = isAA? 1 : .5; 1939 } else if (isAA && !scaled) { 1940 // Expand boundary to enable AA calculations on the quad border 1941 halfStrokeWidth += .5f; 1942 } 1943 1944 int widthSlot; 1945 int lengthSlot; 1946 1947 Vertex lines[verticesCount]; 1948 Vertex* vertices = &lines[0]; 1949 1950 AAVertex wLines[verticesCount]; 1951 AAVertex* aaVertices = &wLines[0]; 1952 1953 if (CC_UNLIKELY(!isAA)) { 1954 setupDrawVertices(vertices); 1955 } else { 1956 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1957 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1958 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 1959 // AA stroke width (the base stroke width expanded by a half pixel on either side). 1960 // This value is used in the fragment shader to determine how to fill fragments. 1961 // We will need to calculate the actual width proportion on each segment for 1962 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 1963 float boundaryWidthProportion = 1 / (2 * halfStrokeWidth); 1964 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, 1965 boundaryWidthProportion, widthSlot, lengthSlot); 1966 } 1967 1968 AAVertex* prevAAVertex = NULL; 1969 Vertex* prevVertex = NULL; 1970 1971 int boundaryLengthSlot = -1; 1972 int boundaryWidthSlot = -1; 1973 1974 for (int i = 0; i < count; i += 4) { 1975 // a = start point, b = end point 1976 vec2 a(points[i], points[i + 1]); 1977 vec2 b(points[i + 2], points[i + 3]); 1978 1979 float length = 0; 1980 float boundaryLengthProportion = 0; 1981 float boundaryWidthProportion = 0; 1982 1983 // Find the normal to the line 1984 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 1985 if (isHairLine) { 1986 if (isAA) { 1987 float wideningFactor; 1988 if (fabs(n.x) >= fabs(n.y)) { 1989 wideningFactor = fabs(1.0f / n.x); 1990 } else { 1991 wideningFactor = fabs(1.0f / n.y); 1992 } 1993 n *= wideningFactor; 1994 } 1995 1996 if (scaled) { 1997 n.x *= inverseScaleX; 1998 n.y *= inverseScaleY; 1999 } 2000 } else if (scaled) { 2001 // Extend n by .5 pixel on each side, post-transform 2002 vec2 extendedN = n.copyNormalized(); 2003 extendedN /= 2; 2004 extendedN.x *= inverseScaleX; 2005 extendedN.y *= inverseScaleY; 2006 2007 float extendedNLength = extendedN.length(); 2008 // We need to set this value on the shader prior to drawing 2009 boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength); 2010 n += extendedN; 2011 } 2012 2013 float x = n.x; 2014 n.x = -n.y; 2015 n.y = x; 2016 2017 // aa lines expand the endpoint vertices to encompass the AA boundary 2018 if (isAA) { 2019 vec2 abVector = (b - a); 2020 length = abVector.length(); 2021 abVector.normalize(); 2022 2023 if (scaled) { 2024 abVector.x *= inverseScaleX; 2025 abVector.y *= inverseScaleY; 2026 float abLength = abVector.length(); 2027 boundaryLengthProportion = abLength / (length + abLength); 2028 } else { 2029 boundaryLengthProportion = .5 / (length + 1); 2030 } 2031 2032 abVector /= 2; 2033 a -= abVector; 2034 b += abVector; 2035 } 2036 2037 // Four corners of the rectangle defining a thick line 2038 vec2 p1 = a - n; 2039 vec2 p2 = a + n; 2040 vec2 p3 = b + n; 2041 vec2 p4 = b - n; 2042 2043 2044 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 2045 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 2046 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 2047 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 2048 2049 if (!quickRejectNoScissor(left, top, right, bottom)) { 2050 if (!isAA) { 2051 if (prevVertex != NULL) { 2052 // Issue two repeat vertices to create degenerate triangles to bridge 2053 // between the previous line and the new one. This is necessary because 2054 // we are creating a single triangle_strip which will contain 2055 // potentially discontinuous line segments. 2056 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 2057 Vertex::set(vertices++, p1.x, p1.y); 2058 generatedVerticesCount += 2; 2059 } 2060 2061 Vertex::set(vertices++, p1.x, p1.y); 2062 Vertex::set(vertices++, p2.x, p2.y); 2063 Vertex::set(vertices++, p4.x, p4.y); 2064 Vertex::set(vertices++, p3.x, p3.y); 2065 2066 prevVertex = vertices - 1; 2067 generatedVerticesCount += 4; 2068 } else { 2069 if (!isHairLine && scaled) { 2070 // Must set width proportions per-segment for scaled non-hairlines to use the 2071 // correct AA boundary dimensions 2072 if (boundaryWidthSlot < 0) { 2073 boundaryWidthSlot = 2074 mCaches.currentProgram->getUniform("boundaryWidth"); 2075 } 2076 2077 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 2078 } 2079 2080 if (boundaryLengthSlot < 0) { 2081 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 2082 } 2083 2084 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 2085 2086 if (prevAAVertex != NULL) { 2087 // Issue two repeat vertices to create degenerate triangles to bridge 2088 // between the previous line and the new one. This is necessary because 2089 // we are creating a single triangle_strip which will contain 2090 // potentially discontinuous line segments. 2091 AAVertex::set(aaVertices++,prevAAVertex->position[0], 2092 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 2093 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2094 generatedVerticesCount += 2; 2095 } 2096 2097 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2098 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 2099 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 2100 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 2101 2102 prevAAVertex = aaVertices - 1; 2103 generatedVerticesCount += 4; 2104 } 2105 2106 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 2107 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 2108 *mSnapshot->transform); 2109 } 2110 } 2111 2112 if (generatedVerticesCount > 0) { 2113 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 2114 } 2115 2116 if (isAA) { 2117 finishDrawAALine(widthSlot, lengthSlot); 2118 } 2119 2120 return DrawGlInfo::kStatusDrew; 2121} 2122 2123status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2124 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2125 2126 // TODO: The paint's cap style defines whether the points are square or circular 2127 // TODO: Handle AA for round points 2128 2129 // A stroke width of 0 has a special meaning in Skia: 2130 // it draws an unscaled 1px point 2131 float strokeWidth = paint->getStrokeWidth(); 2132 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 2133 if (isHairLine) { 2134 // Now that we know it's hairline, we can set the effective width, to be used later 2135 strokeWidth = 1.0f; 2136 } 2137 const float halfWidth = strokeWidth / 2; 2138 int alpha; 2139 SkXfermode::Mode mode; 2140 getAlphaAndMode(paint, &alpha, &mode); 2141 2142 int verticesCount = count >> 1; 2143 int generatedVerticesCount = 0; 2144 2145 TextureVertex pointsData[verticesCount]; 2146 TextureVertex* vertex = &pointsData[0]; 2147 2148 // TODO: We should optimize this method to not generate vertices for points 2149 // that lie outside of the clip. 2150 mCaches.enableScissor(); 2151 2152 setupDraw(); 2153 setupDrawNoTexture(); 2154 setupDrawPoint(strokeWidth); 2155 setupDrawColor(paint->getColor(), alpha); 2156 setupDrawColorFilter(); 2157 setupDrawShader(); 2158 setupDrawBlending(mode); 2159 setupDrawProgram(); 2160 setupDrawModelViewIdentity(true); 2161 setupDrawColorUniforms(); 2162 setupDrawColorFilterUniforms(); 2163 setupDrawPointUniforms(); 2164 setupDrawShaderIdentityUniforms(); 2165 setupDrawMesh(vertex); 2166 2167 for (int i = 0; i < count; i += 2) { 2168 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 2169 generatedVerticesCount++; 2170 2171 float left = points[i] - halfWidth; 2172 float right = points[i] + halfWidth; 2173 float top = points[i + 1] - halfWidth; 2174 float bottom = points [i + 1] + halfWidth; 2175 2176 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 2177 } 2178 2179 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 2180 2181 return DrawGlInfo::kStatusDrew; 2182} 2183 2184status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2185 // No need to check against the clip, we fill the clip region 2186 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2187 2188 Rect& clip(*mSnapshot->clipRect); 2189 clip.snapToPixelBoundaries(); 2190 2191 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2192 2193 return DrawGlInfo::kStatusDrew; 2194} 2195 2196status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2197 SkPaint* paint) { 2198 if (!texture) return DrawGlInfo::kStatusDone; 2199 const AutoTexture autoCleanup(texture); 2200 2201 const float x = left + texture->left - texture->offset; 2202 const float y = top + texture->top - texture->offset; 2203 2204 drawPathTexture(texture, x, y, paint); 2205 2206 return DrawGlInfo::kStatusDrew; 2207} 2208 2209status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2210 float rx, float ry, SkPaint* paint) { 2211 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2212 2213 mCaches.activeTexture(0); 2214 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 2215 right - left, bottom - top, rx, ry, paint); 2216 return drawShape(left, top, texture, paint); 2217} 2218 2219status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 2220 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2221 2222 mCaches.activeTexture(0); 2223 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 2224 return drawShape(x - radius, y - radius, texture, paint); 2225} 2226 2227status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2228 SkPaint* paint) { 2229 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2230 2231 mCaches.activeTexture(0); 2232 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 2233 return drawShape(left, top, texture, paint); 2234} 2235 2236status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2237 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 2238 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2239 2240 if (fabs(sweepAngle) >= 360.0f) { 2241 return drawOval(left, top, right, bottom, paint); 2242 } 2243 2244 mCaches.activeTexture(0); 2245 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2246 startAngle, sweepAngle, useCenter, paint); 2247 return drawShape(left, top, texture, paint); 2248} 2249 2250status_t OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 2251 SkPaint* paint) { 2252 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2253 2254 mCaches.activeTexture(0); 2255 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 2256 return drawShape(left, top, texture, paint); 2257} 2258 2259status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2260 if (p->getStyle() != SkPaint::kFill_Style) { 2261 return drawRectAsShape(left, top, right, bottom, p); 2262 } 2263 2264 if (quickReject(left, top, right, bottom)) { 2265 return DrawGlInfo::kStatusDone; 2266 } 2267 2268 SkXfermode::Mode mode; 2269 if (!mCaches.extensions.hasFramebufferFetch()) { 2270 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 2271 if (!isMode) { 2272 // Assume SRC_OVER 2273 mode = SkXfermode::kSrcOver_Mode; 2274 } 2275 } else { 2276 mode = getXfermode(p->getXfermode()); 2277 } 2278 2279 int color = p->getColor(); 2280 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2281 drawAARect(left, top, right, bottom, color, mode); 2282 } else { 2283 drawColorRect(left, top, right, bottom, color, mode); 2284 } 2285 2286 return DrawGlInfo::kStatusDrew; 2287} 2288 2289void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2290 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2291 float x, float y) { 2292 mCaches.activeTexture(0); 2293 2294 // NOTE: The drop shadow will not perform gamma correction 2295 // if shader-based correction is enabled 2296 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2297 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2298 paint, text, bytesCount, count, mShadowRadius, positions); 2299 const AutoTexture autoCleanup(shadow); 2300 2301 const float sx = x - shadow->left + mShadowDx; 2302 const float sy = y - shadow->top + mShadowDy; 2303 2304 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2305 int shadowColor = mShadowColor; 2306 if (mShader) { 2307 shadowColor = 0xffffffff; 2308 } 2309 2310 setupDraw(); 2311 setupDrawWithTexture(true); 2312 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2313 setupDrawColorFilter(); 2314 setupDrawShader(); 2315 setupDrawBlending(true, mode); 2316 setupDrawProgram(); 2317 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2318 setupDrawTexture(shadow->id); 2319 setupDrawPureColorUniforms(); 2320 setupDrawColorFilterUniforms(); 2321 setupDrawShaderUniforms(); 2322 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2323 2324 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2325} 2326 2327status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2328 const float* positions, SkPaint* paint) { 2329 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2330 (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) { 2331 return DrawGlInfo::kStatusDone; 2332 } 2333 2334 // NOTE: Skia does not support perspective transform on drawPosText yet 2335 if (!mSnapshot->transform->isSimple()) { 2336 return DrawGlInfo::kStatusDone; 2337 } 2338 2339 float x = 0.0f; 2340 float y = 0.0f; 2341 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2342 if (pureTranslate) { 2343 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2344 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2345 } 2346 2347 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2348 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2349 paint->getTextSize()); 2350 2351 int alpha; 2352 SkXfermode::Mode mode; 2353 getAlphaAndMode(paint, &alpha, &mode); 2354 2355 if (CC_UNLIKELY(mHasShadow)) { 2356 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode, 2357 0.0f, 0.0f); 2358 } 2359 2360 // Pick the appropriate texture filtering 2361 bool linearFilter = mSnapshot->transform->changesBounds(); 2362 if (pureTranslate && !linearFilter) { 2363 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2364 } 2365 2366 mCaches.activeTexture(0); 2367 setupDraw(); 2368 setupDrawTextGamma(paint); 2369 setupDrawDirtyRegionsDisabled(); 2370 setupDrawWithTexture(true); 2371 setupDrawAlpha8Color(paint->getColor(), alpha); 2372 setupDrawColorFilter(); 2373 setupDrawShader(); 2374 setupDrawBlending(true, mode); 2375 setupDrawProgram(); 2376 setupDrawModelView(x, y, x, y, pureTranslate, true); 2377 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2378 setupDrawPureColorUniforms(); 2379 setupDrawColorFilterUniforms(); 2380 setupDrawShaderUniforms(pureTranslate); 2381 setupDrawTextGammaUniforms(); 2382 2383 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2384 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2385 2386 const bool hasActiveLayer = hasLayer(); 2387 2388 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2389 positions, hasActiveLayer ? &bounds : NULL)) { 2390 if (hasActiveLayer) { 2391 if (!pureTranslate) { 2392 mSnapshot->transform->mapRect(bounds); 2393 } 2394 dirtyLayerUnchecked(bounds, getRegion()); 2395 } 2396 } 2397 2398 return DrawGlInfo::kStatusDrew; 2399} 2400 2401status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2402 float x, float y, const float* positions, SkPaint* paint, float length) { 2403 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2404 (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) { 2405 return DrawGlInfo::kStatusDone; 2406 } 2407 2408 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2409 switch (paint->getTextAlign()) { 2410 case SkPaint::kCenter_Align: 2411 x -= length / 2.0f; 2412 break; 2413 case SkPaint::kRight_Align: 2414 x -= length; 2415 break; 2416 default: 2417 break; 2418 } 2419 2420 SkPaint::FontMetrics metrics; 2421 paint->getFontMetrics(&metrics, 0.0f); 2422 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2423 return DrawGlInfo::kStatusDone; 2424 } 2425 2426 const float oldX = x; 2427 const float oldY = y; 2428 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2429 if (CC_LIKELY(pureTranslate)) { 2430 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2431 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2432 } 2433 2434#if DEBUG_GLYPHS 2435 ALOGD("OpenGLRenderer drawText() with FontID=%d", 2436 SkTypeface::UniqueID(paint->getTypeface())); 2437#endif 2438 2439 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2440 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2441 paint->getTextSize()); 2442 2443 int alpha; 2444 SkXfermode::Mode mode; 2445 getAlphaAndMode(paint, &alpha, &mode); 2446 2447 if (CC_UNLIKELY(mHasShadow)) { 2448 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode, 2449 oldX, oldY); 2450 } 2451 2452 // Pick the appropriate texture filtering 2453 bool linearFilter = mSnapshot->transform->changesBounds(); 2454 if (pureTranslate && !linearFilter) { 2455 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2456 } 2457 2458 // The font renderer will always use texture unit 0 2459 mCaches.activeTexture(0); 2460 setupDraw(); 2461 setupDrawTextGamma(paint); 2462 setupDrawDirtyRegionsDisabled(); 2463 setupDrawWithTexture(true); 2464 setupDrawAlpha8Color(paint->getColor(), alpha); 2465 setupDrawColorFilter(); 2466 setupDrawShader(); 2467 setupDrawBlending(true, mode); 2468 setupDrawProgram(); 2469 setupDrawModelView(x, y, x, y, pureTranslate, true); 2470 // See comment above; the font renderer must use texture unit 0 2471 // assert(mTextureUnit == 0) 2472 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2473 setupDrawPureColorUniforms(); 2474 setupDrawColorFilterUniforms(); 2475 setupDrawShaderUniforms(pureTranslate); 2476 setupDrawTextGammaUniforms(); 2477 2478 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2479 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2480 2481 const bool hasActiveLayer = hasLayer(); 2482 2483 bool status; 2484 if (paint->getTextAlign() != SkPaint::kLeft_Align) { 2485 SkPaint paintCopy(*paint); 2486 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2487 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2488 positions, hasActiveLayer ? &bounds : NULL); 2489 } else { 2490 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2491 positions, hasActiveLayer ? &bounds : NULL); 2492 } 2493 2494 if (status && hasActiveLayer) { 2495 if (!pureTranslate) { 2496 mSnapshot->transform->mapRect(bounds); 2497 } 2498 dirtyLayerUnchecked(bounds, getRegion()); 2499 } 2500 2501 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2502 2503 return DrawGlInfo::kStatusDrew; 2504} 2505 2506status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2507 float hOffset, float vOffset, SkPaint* paint) { 2508 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2509 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2510 return DrawGlInfo::kStatusDone; 2511 } 2512 2513 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2514 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2515 paint->getTextSize()); 2516 2517 int alpha; 2518 SkXfermode::Mode mode; 2519 getAlphaAndMode(paint, &alpha, &mode); 2520 2521 mCaches.activeTexture(0); 2522 setupDraw(); 2523 setupDrawTextGamma(paint); 2524 setupDrawDirtyRegionsDisabled(); 2525 setupDrawWithTexture(true); 2526 setupDrawAlpha8Color(paint->getColor(), alpha); 2527 setupDrawColorFilter(); 2528 setupDrawShader(); 2529 setupDrawBlending(true, mode); 2530 setupDrawProgram(); 2531 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2532 setupDrawTexture(fontRenderer.getTexture(true)); 2533 setupDrawPureColorUniforms(); 2534 setupDrawColorFilterUniforms(); 2535 setupDrawShaderUniforms(false); 2536 setupDrawTextGammaUniforms(); 2537 2538 const Rect* clip = &mSnapshot->getLocalClip(); 2539 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2540 2541 const bool hasActiveLayer = hasLayer(); 2542 2543 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2544 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2545 if (hasActiveLayer) { 2546 mSnapshot->transform->mapRect(bounds); 2547 dirtyLayerUnchecked(bounds, getRegion()); 2548 } 2549 } 2550 2551 return DrawGlInfo::kStatusDrew; 2552} 2553 2554status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2555 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2556 2557 mCaches.activeTexture(0); 2558 2559 // TODO: Perform early clip test before we rasterize the path 2560 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2561 if (!texture) return DrawGlInfo::kStatusDone; 2562 const AutoTexture autoCleanup(texture); 2563 2564 const float x = texture->left - texture->offset; 2565 const float y = texture->top - texture->offset; 2566 2567 drawPathTexture(texture, x, y, paint); 2568 2569 return DrawGlInfo::kStatusDrew; 2570} 2571 2572status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2573 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 2574 return DrawGlInfo::kStatusDone; 2575 } 2576 2577 bool debugLayerUpdate = false; 2578 2579 if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) { 2580 OpenGLRenderer* renderer = layer->renderer; 2581 Rect& dirty = layer->dirtyRect; 2582 2583 interrupt(); 2584 renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight()); 2585 renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend()); 2586 renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren); 2587 renderer->finish(); 2588 resume(); 2589 2590 dirty.setEmpty(); 2591 layer->deferredUpdateScheduled = false; 2592 layer->renderer = NULL; 2593 layer->displayList = NULL; 2594 2595 debugLayerUpdate = mCaches.debugLayersUpdates; 2596 } 2597 2598 mCaches.activeTexture(0); 2599 2600 int alpha; 2601 SkXfermode::Mode mode; 2602 getAlphaAndMode(paint, &alpha, &mode); 2603 2604 layer->setAlpha(alpha, mode); 2605 2606 if (CC_LIKELY(!layer->region.isEmpty())) { 2607 if (layer->region.isRect()) { 2608 composeLayerRect(layer, layer->regionRect); 2609 } else if (layer->mesh) { 2610 const float a = alpha / 255.0f; 2611 2612 setupDraw(); 2613 setupDrawWithTexture(); 2614 setupDrawColor(a, a, a, a); 2615 setupDrawColorFilter(); 2616 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2617 setupDrawProgram(); 2618 setupDrawPureColorUniforms(); 2619 setupDrawColorFilterUniforms(); 2620 setupDrawTexture(layer->getTexture()); 2621 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2622 int tx = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2623 int ty = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2624 2625 layer->setFilter(GL_NEAREST); 2626 setupDrawModelViewTranslate(tx, ty, 2627 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2628 } else { 2629 layer->setFilter(GL_LINEAR); 2630 setupDrawModelViewTranslate(x, y, 2631 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2632 } 2633 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2634 2635 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2636 GL_UNSIGNED_SHORT, layer->meshIndices); 2637 2638 finishDrawTexture(); 2639 2640#if DEBUG_LAYERS_AS_REGIONS 2641 drawRegionRects(layer->region); 2642#endif 2643 } 2644 2645 if (debugLayerUpdate) { 2646 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 2647 0x7f00ff00, SkXfermode::kSrcOver_Mode); 2648 } 2649 } 2650 2651 return DrawGlInfo::kStatusDrew; 2652} 2653 2654/////////////////////////////////////////////////////////////////////////////// 2655// Shaders 2656/////////////////////////////////////////////////////////////////////////////// 2657 2658void OpenGLRenderer::resetShader() { 2659 mShader = NULL; 2660} 2661 2662void OpenGLRenderer::setupShader(SkiaShader* shader) { 2663 mShader = shader; 2664 if (mShader) { 2665 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2666 } 2667} 2668 2669/////////////////////////////////////////////////////////////////////////////// 2670// Color filters 2671/////////////////////////////////////////////////////////////////////////////// 2672 2673void OpenGLRenderer::resetColorFilter() { 2674 mColorFilter = NULL; 2675} 2676 2677void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2678 mColorFilter = filter; 2679} 2680 2681/////////////////////////////////////////////////////////////////////////////// 2682// Drop shadow 2683/////////////////////////////////////////////////////////////////////////////// 2684 2685void OpenGLRenderer::resetShadow() { 2686 mHasShadow = false; 2687} 2688 2689void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2690 mHasShadow = true; 2691 mShadowRadius = radius; 2692 mShadowDx = dx; 2693 mShadowDy = dy; 2694 mShadowColor = color; 2695} 2696 2697/////////////////////////////////////////////////////////////////////////////// 2698// Draw filters 2699/////////////////////////////////////////////////////////////////////////////// 2700 2701void OpenGLRenderer::resetPaintFilter() { 2702 mHasDrawFilter = false; 2703} 2704 2705void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2706 mHasDrawFilter = true; 2707 mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 2708 mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 2709} 2710 2711SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 2712 if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint; 2713 2714 uint32_t flags = paint->getFlags(); 2715 2716 mFilteredPaint = *paint; 2717 mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits); 2718 2719 return &mFilteredPaint; 2720} 2721 2722/////////////////////////////////////////////////////////////////////////////// 2723// Drawing implementation 2724/////////////////////////////////////////////////////////////////////////////// 2725 2726void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2727 float x, float y, SkPaint* paint) { 2728 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2729 return; 2730 } 2731 2732 int alpha; 2733 SkXfermode::Mode mode; 2734 getAlphaAndMode(paint, &alpha, &mode); 2735 2736 setupDraw(); 2737 setupDrawWithTexture(true); 2738 setupDrawAlpha8Color(paint->getColor(), alpha); 2739 setupDrawColorFilter(); 2740 setupDrawShader(); 2741 setupDrawBlending(true, mode); 2742 setupDrawProgram(); 2743 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2744 setupDrawTexture(texture->id); 2745 setupDrawPureColorUniforms(); 2746 setupDrawColorFilterUniforms(); 2747 setupDrawShaderUniforms(); 2748 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2749 2750 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2751 2752 finishDrawTexture(); 2753} 2754 2755// Same values used by Skia 2756#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2757#define kStdUnderline_Offset (1.0f / 9.0f) 2758#define kStdUnderline_Thickness (1.0f / 18.0f) 2759 2760void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2761 float x, float y, SkPaint* paint) { 2762 // Handle underline and strike-through 2763 uint32_t flags = paint->getFlags(); 2764 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2765 SkPaint paintCopy(*paint); 2766 float underlineWidth = length; 2767 // If length is > 0.0f, we already measured the text for the text alignment 2768 if (length <= 0.0f) { 2769 underlineWidth = paintCopy.measureText(text, bytesCount); 2770 } 2771 2772 if (CC_LIKELY(underlineWidth > 0.0f)) { 2773 const float textSize = paintCopy.getTextSize(); 2774 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2775 2776 const float left = x; 2777 float top = 0.0f; 2778 2779 int linesCount = 0; 2780 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2781 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2782 2783 const int pointsCount = 4 * linesCount; 2784 float points[pointsCount]; 2785 int currentPoint = 0; 2786 2787 if (flags & SkPaint::kUnderlineText_Flag) { 2788 top = y + textSize * kStdUnderline_Offset; 2789 points[currentPoint++] = left; 2790 points[currentPoint++] = top; 2791 points[currentPoint++] = left + underlineWidth; 2792 points[currentPoint++] = top; 2793 } 2794 2795 if (flags & SkPaint::kStrikeThruText_Flag) { 2796 top = y + textSize * kStdStrikeThru_Offset; 2797 points[currentPoint++] = left; 2798 points[currentPoint++] = top; 2799 points[currentPoint++] = left + underlineWidth; 2800 points[currentPoint++] = top; 2801 } 2802 2803 paintCopy.setStrokeWidth(strokeWidth); 2804 2805 drawLines(&points[0], pointsCount, &paintCopy); 2806 } 2807 } 2808} 2809 2810void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2811 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2812 // If a shader is set, preserve only the alpha 2813 if (mShader) { 2814 color |= 0x00ffffff; 2815 } 2816 2817 setupDraw(); 2818 setupDrawNoTexture(); 2819 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2820 setupDrawShader(); 2821 setupDrawColorFilter(); 2822 setupDrawBlending(mode); 2823 setupDrawProgram(); 2824 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2825 setupDrawColorUniforms(); 2826 setupDrawShaderUniforms(ignoreTransform); 2827 setupDrawColorFilterUniforms(); 2828 setupDrawSimpleMesh(); 2829 2830 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2831} 2832 2833void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2834 Texture* texture, SkPaint* paint) { 2835 int alpha; 2836 SkXfermode::Mode mode; 2837 getAlphaAndMode(paint, &alpha, &mode); 2838 2839 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2840 2841 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2842 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2843 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2844 2845 texture->setFilter(GL_NEAREST, true); 2846 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2847 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2848 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2849 } else { 2850 texture->setFilter(FILTER(paint), true); 2851 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2852 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2853 GL_TRIANGLE_STRIP, gMeshCount); 2854 } 2855} 2856 2857void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2858 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2859 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2860 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2861} 2862 2863void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2864 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2865 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2866 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2867 2868 setupDraw(); 2869 setupDrawWithTexture(); 2870 setupDrawColor(alpha, alpha, alpha, alpha); 2871 setupDrawColorFilter(); 2872 setupDrawBlending(blend, mode, swapSrcDst); 2873 setupDrawProgram(); 2874 if (!dirty) { 2875 setupDrawDirtyRegionsDisabled(); 2876 } 2877 if (!ignoreScale) { 2878 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2879 } else { 2880 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2881 } 2882 setupDrawPureColorUniforms(); 2883 setupDrawColorFilterUniforms(); 2884 setupDrawTexture(texture); 2885 setupDrawMesh(vertices, texCoords, vbo); 2886 2887 glDrawArrays(drawMode, 0, elementsCount); 2888 2889 finishDrawTexture(); 2890} 2891 2892void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2893 ProgramDescription& description, bool swapSrcDst) { 2894 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2895 2896 if (blend) { 2897 // These blend modes are not supported by OpenGL directly and have 2898 // to be implemented using shaders. Since the shader will perform 2899 // the blending, turn blending off here 2900 // If the blend mode cannot be implemented using shaders, fall 2901 // back to the default SrcOver blend mode instead 2902 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 2903 if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) { 2904 description.framebufferMode = mode; 2905 description.swapSrcDst = swapSrcDst; 2906 2907 if (mCaches.blend) { 2908 glDisable(GL_BLEND); 2909 mCaches.blend = false; 2910 } 2911 2912 return; 2913 } else { 2914 mode = SkXfermode::kSrcOver_Mode; 2915 } 2916 } 2917 2918 if (!mCaches.blend) { 2919 glEnable(GL_BLEND); 2920 } 2921 2922 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2923 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2924 2925 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2926 glBlendFunc(sourceMode, destMode); 2927 mCaches.lastSrcMode = sourceMode; 2928 mCaches.lastDstMode = destMode; 2929 } 2930 } else if (mCaches.blend) { 2931 glDisable(GL_BLEND); 2932 } 2933 mCaches.blend = blend; 2934} 2935 2936bool OpenGLRenderer::useProgram(Program* program) { 2937 if (!program->isInUse()) { 2938 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2939 program->use(); 2940 mCaches.currentProgram = program; 2941 return false; 2942 } 2943 return true; 2944} 2945 2946void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2947 TextureVertex* v = &mMeshVertices[0]; 2948 TextureVertex::setUV(v++, u1, v1); 2949 TextureVertex::setUV(v++, u2, v1); 2950 TextureVertex::setUV(v++, u1, v2); 2951 TextureVertex::setUV(v++, u2, v2); 2952} 2953 2954void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2955 getAlphaAndModeDirect(paint, alpha, mode); 2956 *alpha *= mSnapshot->alpha; 2957} 2958 2959}; // namespace uirenderer 2960}; // namespace android 2961