OpenGLRenderer.cpp revision 9ace8f5e79e76893fe4ca9e4d10f6c4056330485
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <private/hwui/DrawGlInfo.h> 30 31#include <ui/Rect.h> 32 33#include "OpenGLRenderer.h" 34#include "DisplayListRenderer.h" 35#include "Vector.h" 36 37namespace android { 38namespace uirenderer { 39 40/////////////////////////////////////////////////////////////////////////////// 41// Defines 42/////////////////////////////////////////////////////////////////////////////// 43 44#define RAD_TO_DEG (180.0f / 3.14159265f) 45#define MIN_ANGLE 0.001f 46 47// TODO: This should be set in properties 48#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 49 50/////////////////////////////////////////////////////////////////////////////// 51// Globals 52/////////////////////////////////////////////////////////////////////////////// 53 54/** 55 * Structure mapping Skia xfermodes to OpenGL blending factors. 56 */ 57struct Blender { 58 SkXfermode::Mode mode; 59 GLenum src; 60 GLenum dst; 61}; // struct Blender 62 63// In this array, the index of each Blender equals the value of the first 64// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 65static const Blender gBlends[] = { 66 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 67 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 68 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 69 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 70 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 71 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 72 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 73 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 74 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 75 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 76 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 77 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 78}; 79 80// This array contains the swapped version of each SkXfermode. For instance 81// this array's SrcOver blending mode is actually DstOver. You can refer to 82// createLayer() for more information on the purpose of this array. 83static const Blender gBlendsSwap[] = { 84 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 85 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 86 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 87 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 88 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 89 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 90 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 91 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 92 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 93 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 94 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 95 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 96}; 97 98static const GLenum gTextureUnits[] = { 99 GL_TEXTURE0, 100 GL_TEXTURE1, 101 GL_TEXTURE2 102}; 103 104/////////////////////////////////////////////////////////////////////////////// 105// Constructors/destructor 106/////////////////////////////////////////////////////////////////////////////// 107 108OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 109 mShader = NULL; 110 mColorFilter = NULL; 111 mHasShadow = false; 112 113 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 114 115 mFirstSnapshot = new Snapshot; 116} 117 118OpenGLRenderer::~OpenGLRenderer() { 119 // The context has already been destroyed at this point, do not call 120 // GL APIs. All GL state should be kept in Caches.h 121} 122 123/////////////////////////////////////////////////////////////////////////////// 124// Setup 125/////////////////////////////////////////////////////////////////////////////// 126 127void OpenGLRenderer::setViewport(int width, int height) { 128 glViewport(0, 0, width, height); 129 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 130 131 mWidth = width; 132 mHeight = height; 133 134 mFirstSnapshot->height = height; 135 mFirstSnapshot->viewport.set(0, 0, width, height); 136 137 mDirtyClip = false; 138} 139 140void OpenGLRenderer::prepare(bool opaque) { 141 prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 142} 143 144void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 145 mCaches.clearGarbage(); 146 147 mSnapshot = new Snapshot(mFirstSnapshot, 148 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 149 mSnapshot->fbo = getTargetFbo(); 150 151 mSaveCount = 1; 152 153 glViewport(0, 0, mWidth, mHeight); 154 glDisable(GL_DITHER); 155 156 glEnable(GL_SCISSOR_TEST); 157 glScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 158 mSnapshot->setClip(left, top, right, bottom); 159 160 if (!opaque) { 161 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 162 glClear(GL_COLOR_BUFFER_BIT); 163 } 164} 165 166void OpenGLRenderer::finish() { 167#if DEBUG_OPENGL 168 GLenum status = GL_NO_ERROR; 169 while ((status = glGetError()) != GL_NO_ERROR) { 170 LOGD("GL error from OpenGLRenderer: 0x%x", status); 171 switch (status) { 172 case GL_OUT_OF_MEMORY: 173 LOGE(" OpenGLRenderer is out of memory!"); 174 break; 175 } 176 } 177#endif 178#if DEBUG_MEMORY_USAGE 179 mCaches.dumpMemoryUsage(); 180#else 181 if (mCaches.getDebugLevel() & kDebugMemory) { 182 mCaches.dumpMemoryUsage(); 183 } 184#endif 185} 186 187void OpenGLRenderer::interrupt() { 188 if (mCaches.currentProgram) { 189 if (mCaches.currentProgram->isInUse()) { 190 mCaches.currentProgram->remove(); 191 mCaches.currentProgram = NULL; 192 } 193 } 194 mCaches.unbindMeshBuffer(); 195} 196 197void OpenGLRenderer::resume() { 198 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 199 200 glEnable(GL_SCISSOR_TEST); 201 dirtyClip(); 202 203 glDisable(GL_DITHER); 204 205 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 206 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 207 208 mCaches.blend = true; 209 glEnable(GL_BLEND); 210 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 211 glBlendEquation(GL_FUNC_ADD); 212} 213 214bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) { 215 interrupt(); 216 if (mDirtyClip) { 217 setScissorFromClip(); 218 } 219 220 Rect clip(*mSnapshot->clipRect); 221 clip.snapToPixelBoundaries(); 222 223#if RENDER_LAYERS_AS_REGIONS 224 // Since we don't know what the functor will draw, let's dirty 225 // tne entire clip region 226 if (hasLayer()) { 227 dirtyLayerUnchecked(clip, getRegion()); 228 } 229#endif 230 231 DrawGlInfo info; 232 info.clipLeft = clip.left; 233 info.clipTop = clip.top; 234 info.clipRight = clip.right; 235 info.clipBottom = clip.bottom; 236 info.isLayer = hasLayer(); 237 getSnapshot()->transform->copyTo(&info.transform[0]); 238 239 status_t result = (*functor)(0, &info); 240 241 if (result != 0) { 242 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 243 dirty.unionWith(localDirty); 244 } 245 246 resume(); 247 return result != 0; 248} 249 250/////////////////////////////////////////////////////////////////////////////// 251// State management 252/////////////////////////////////////////////////////////////////////////////// 253 254int OpenGLRenderer::getSaveCount() const { 255 return mSaveCount; 256} 257 258int OpenGLRenderer::save(int flags) { 259 return saveSnapshot(flags); 260} 261 262void OpenGLRenderer::restore() { 263 if (mSaveCount > 1) { 264 restoreSnapshot(); 265 } 266} 267 268void OpenGLRenderer::restoreToCount(int saveCount) { 269 if (saveCount < 1) saveCount = 1; 270 271 while (mSaveCount > saveCount) { 272 restoreSnapshot(); 273 } 274} 275 276int OpenGLRenderer::saveSnapshot(int flags) { 277 mSnapshot = new Snapshot(mSnapshot, flags); 278 return mSaveCount++; 279} 280 281bool OpenGLRenderer::restoreSnapshot() { 282 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 283 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 284 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 285 286 sp<Snapshot> current = mSnapshot; 287 sp<Snapshot> previous = mSnapshot->previous; 288 289 if (restoreOrtho) { 290 Rect& r = previous->viewport; 291 glViewport(r.left, r.top, r.right, r.bottom); 292 mOrthoMatrix.load(current->orthoMatrix); 293 } 294 295 mSaveCount--; 296 mSnapshot = previous; 297 298 if (restoreClip) { 299 dirtyClip(); 300 } 301 302 if (restoreLayer) { 303 composeLayer(current, previous); 304 } 305 306 return restoreClip; 307} 308 309/////////////////////////////////////////////////////////////////////////////// 310// Layers 311/////////////////////////////////////////////////////////////////////////////// 312 313int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 314 SkPaint* p, int flags) { 315 const GLuint previousFbo = mSnapshot->fbo; 316 const int count = saveSnapshot(flags); 317 318 if (!mSnapshot->isIgnored()) { 319 int alpha = 255; 320 SkXfermode::Mode mode; 321 322 if (p) { 323 alpha = p->getAlpha(); 324 if (!mCaches.extensions.hasFramebufferFetch()) { 325 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 326 if (!isMode) { 327 // Assume SRC_OVER 328 mode = SkXfermode::kSrcOver_Mode; 329 } 330 } else { 331 mode = getXfermode(p->getXfermode()); 332 } 333 } else { 334 mode = SkXfermode::kSrcOver_Mode; 335 } 336 337 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 338 } 339 340 return count; 341} 342 343int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 344 int alpha, int flags) { 345 if (alpha >= 255 - ALPHA_THRESHOLD) { 346 return saveLayer(left, top, right, bottom, NULL, flags); 347 } else { 348 SkPaint paint; 349 paint.setAlpha(alpha); 350 return saveLayer(left, top, right, bottom, &paint, flags); 351 } 352} 353 354/** 355 * Layers are viewed by Skia are slightly different than layers in image editing 356 * programs (for instance.) When a layer is created, previously created layers 357 * and the frame buffer still receive every drawing command. For instance, if a 358 * layer is created and a shape intersecting the bounds of the layers and the 359 * framebuffer is draw, the shape will be drawn on both (unless the layer was 360 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 361 * 362 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 363 * texture. Unfortunately, this is inefficient as it requires every primitive to 364 * be drawn n + 1 times, where n is the number of active layers. In practice this 365 * means, for every primitive: 366 * - Switch active frame buffer 367 * - Change viewport, clip and projection matrix 368 * - Issue the drawing 369 * 370 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 371 * To avoid this, layers are implemented in a different way here, at least in the 372 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 373 * is set. When this flag is set we can redirect all drawing operations into a 374 * single FBO. 375 * 376 * This implementation relies on the frame buffer being at least RGBA 8888. When 377 * a layer is created, only a texture is created, not an FBO. The content of the 378 * frame buffer contained within the layer's bounds is copied into this texture 379 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 380 * buffer and drawing continues as normal. This technique therefore treats the 381 * frame buffer as a scratch buffer for the layers. 382 * 383 * To compose the layers back onto the frame buffer, each layer texture 384 * (containing the original frame buffer data) is drawn as a simple quad over 385 * the frame buffer. The trick is that the quad is set as the composition 386 * destination in the blending equation, and the frame buffer becomes the source 387 * of the composition. 388 * 389 * Drawing layers with an alpha value requires an extra step before composition. 390 * An empty quad is drawn over the layer's region in the frame buffer. This quad 391 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 392 * quad is used to multiply the colors in the frame buffer. This is achieved by 393 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 394 * GL_ZERO, GL_SRC_ALPHA. 395 * 396 * Because glCopyTexImage2D() can be slow, an alternative implementation might 397 * be use to draw a single clipped layer. The implementation described above 398 * is correct in every case. 399 * 400 * (1) The frame buffer is actually not cleared right away. To allow the GPU 401 * to potentially optimize series of calls to glCopyTexImage2D, the frame 402 * buffer is left untouched until the first drawing operation. Only when 403 * something actually gets drawn are the layers regions cleared. 404 */ 405bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 406 float right, float bottom, int alpha, SkXfermode::Mode mode, 407 int flags, GLuint previousFbo) { 408 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 409 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 410 411 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 412 413 // Window coordinates of the layer 414 Rect bounds(left, top, right, bottom); 415 if (!fboLayer) { 416 mSnapshot->transform->mapRect(bounds); 417 418 // Layers only make sense if they are in the framebuffer's bounds 419 if (bounds.intersect(*snapshot->clipRect)) { 420 // We cannot work with sub-pixels in this case 421 bounds.snapToPixelBoundaries(); 422 423 // When the layer is not an FBO, we may use glCopyTexImage so we 424 // need to make sure the layer does not extend outside the bounds 425 // of the framebuffer 426 if (!bounds.intersect(snapshot->previous->viewport)) { 427 bounds.setEmpty(); 428 } 429 } else { 430 bounds.setEmpty(); 431 } 432 } 433 434 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 435 bounds.getHeight() > mCaches.maxTextureSize) { 436 snapshot->empty = fboLayer; 437 } else { 438 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 439 } 440 441 // Bail out if we won't draw in this snapshot 442 if (snapshot->invisible || snapshot->empty) { 443 return false; 444 } 445 446 glActiveTexture(gTextureUnits[0]); 447 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 448 if (!layer) { 449 return false; 450 } 451 452 layer->setAlpha(alpha, mode); 453 layer->layer.set(bounds); 454 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 455 bounds.getWidth() / float(layer->getWidth()), 0.0f); 456 layer->setColorFilter(mColorFilter); 457 458 // Save the layer in the snapshot 459 snapshot->flags |= Snapshot::kFlagIsLayer; 460 snapshot->layer = layer; 461 462 if (fboLayer) { 463 return createFboLayer(layer, bounds, snapshot, previousFbo); 464 } else { 465 // Copy the framebuffer into the layer 466 layer->bindTexture(); 467 if (!bounds.isEmpty()) { 468 if (layer->isEmpty()) { 469 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 470 bounds.left, snapshot->height - bounds.bottom, 471 layer->getWidth(), layer->getHeight(), 0); 472 layer->setEmpty(false); 473 } else { 474 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 475 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 476 } 477 478 // Enqueue the buffer coordinates to clear the corresponding region later 479 mLayers.push(new Rect(bounds)); 480 } 481 } 482 483 return true; 484} 485 486bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 487 GLuint previousFbo) { 488 layer->setFbo(mCaches.fboCache.get()); 489 490#if RENDER_LAYERS_AS_REGIONS 491 snapshot->region = &snapshot->layer->region; 492 snapshot->flags |= Snapshot::kFlagFboTarget; 493#endif 494 495 Rect clip(bounds); 496 snapshot->transform->mapRect(clip); 497 clip.intersect(*snapshot->clipRect); 498 clip.snapToPixelBoundaries(); 499 clip.intersect(snapshot->previous->viewport); 500 501 mat4 inverse; 502 inverse.loadInverse(*mSnapshot->transform); 503 504 inverse.mapRect(clip); 505 clip.snapToPixelBoundaries(); 506 clip.intersect(bounds); 507 clip.translate(-bounds.left, -bounds.top); 508 509 snapshot->flags |= Snapshot::kFlagIsFboLayer; 510 snapshot->fbo = layer->getFbo(); 511 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 512 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 513 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 514 snapshot->height = bounds.getHeight(); 515 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 516 snapshot->orthoMatrix.load(mOrthoMatrix); 517 518 // Bind texture to FBO 519 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 520 layer->bindTexture(); 521 522 // Initialize the texture if needed 523 if (layer->isEmpty()) { 524 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 525 layer->setEmpty(false); 526 } 527 528 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 529 layer->getTexture(), 0); 530 531#if DEBUG_LAYERS_AS_REGIONS 532 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 533 if (status != GL_FRAMEBUFFER_COMPLETE) { 534 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 535 536 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 537 layer->deleteTexture(); 538 mCaches.fboCache.put(layer->getFbo()); 539 540 delete layer; 541 542 return false; 543 } 544#endif 545 546 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 547 glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 548 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 549 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 550 glClear(GL_COLOR_BUFFER_BIT); 551 552 dirtyClip(); 553 554 // Change the ortho projection 555 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 556 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 557 558 return true; 559} 560 561/** 562 * Read the documentation of createLayer() before doing anything in this method. 563 */ 564void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 565 if (!current->layer) { 566 LOGE("Attempting to compose a layer that does not exist"); 567 return; 568 } 569 570 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 571 572 if (fboLayer) { 573 // Unbind current FBO and restore previous one 574 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 575 } 576 577 Layer* layer = current->layer; 578 const Rect& rect = layer->layer; 579 580 if (!fboLayer && layer->getAlpha() < 255) { 581 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 582 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 583 // Required below, composeLayerRect() will divide by 255 584 layer->setAlpha(255); 585 } 586 587 mCaches.unbindMeshBuffer(); 588 589 glActiveTexture(gTextureUnits[0]); 590 591 // When the layer is stored in an FBO, we can save a bit of fillrate by 592 // drawing only the dirty region 593 if (fboLayer) { 594 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 595 if (layer->getColorFilter()) { 596 setupColorFilter(layer->getColorFilter()); 597 } 598 composeLayerRegion(layer, rect); 599 if (layer->getColorFilter()) { 600 resetColorFilter(); 601 } 602 } else if (!rect.isEmpty()) { 603 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 604 composeLayerRect(layer, rect, true); 605 } 606 607 if (fboLayer) { 608 // Detach the texture from the FBO 609 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 610 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 611 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 612 613 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 614 mCaches.fboCache.put(current->fbo); 615 } 616 617 dirtyClip(); 618 619 // Failing to add the layer to the cache should happen only if the layer is too large 620 if (!mCaches.layerCache.put(layer)) { 621 LAYER_LOGD("Deleting layer"); 622 layer->deleteTexture(); 623 delete layer; 624 } 625} 626 627void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 628 float alpha = layer->getAlpha() / 255.0f; 629 630 setupDraw(); 631 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 632 setupDrawWithTexture(); 633 } else { 634 setupDrawWithExternalTexture(); 635 } 636 setupDrawTextureTransform(); 637 setupDrawColor(alpha, alpha, alpha, alpha); 638 setupDrawColorFilter(); 639 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 640 setupDrawProgram(); 641 setupDrawPureColorUniforms(); 642 setupDrawColorFilterUniforms(); 643 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 644 setupDrawTexture(layer->getTexture()); 645 } else { 646 setupDrawExternalTexture(layer->getTexture()); 647 } 648 if (mSnapshot->transform->isPureTranslate()) { 649 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 650 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 651 652 layer->setFilter(GL_NEAREST, GL_NEAREST); 653 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 654 } else { 655 layer->setFilter(GL_LINEAR, GL_LINEAR); 656 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 657 } 658 setupDrawTextureTransformUniforms(layer->getTexTransform()); 659 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 660 661 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 662 663 finishDrawTexture(); 664} 665 666void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 667 if (!layer->isTextureLayer()) { 668 const Rect& texCoords = layer->texCoords; 669 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 670 texCoords.right, texCoords.bottom); 671 672 float x = rect.left; 673 float y = rect.top; 674 bool simpleTransform = mSnapshot->transform->isPureTranslate(); 675 676 if (simpleTransform) { 677 // When we're swapping, the layer is already in screen coordinates 678 if (!swap) { 679 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 680 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 681 } 682 683 layer->setFilter(GL_NEAREST, GL_NEAREST, true); 684 } else { 685 layer->setFilter(GL_LINEAR, GL_LINEAR, true); 686 } 687 688 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 689 layer->getTexture(), layer->getAlpha() / 255.0f, 690 layer->getMode(), layer->isBlend(), 691 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 692 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 693 694 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 695 } else { 696 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 697 drawTextureLayer(layer, rect); 698 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 699 } 700} 701 702void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 703#if RENDER_LAYERS_AS_REGIONS 704 if (layer->region.isRect()) { 705 layer->setRegionAsRect(); 706 707 composeLayerRect(layer, layer->regionRect); 708 709 layer->region.clear(); 710 return; 711 } 712 713 if (!layer->region.isEmpty()) { 714 size_t count; 715 const android::Rect* rects = layer->region.getArray(&count); 716 717 const float alpha = layer->getAlpha() / 255.0f; 718 const float texX = 1.0f / float(layer->getWidth()); 719 const float texY = 1.0f / float(layer->getHeight()); 720 const float height = rect.getHeight(); 721 722 TextureVertex* mesh = mCaches.getRegionMesh(); 723 GLsizei numQuads = 0; 724 725 setupDraw(); 726 setupDrawWithTexture(); 727 setupDrawColor(alpha, alpha, alpha, alpha); 728 setupDrawColorFilter(); 729 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 730 setupDrawProgram(); 731 setupDrawDirtyRegionsDisabled(); 732 setupDrawPureColorUniforms(); 733 setupDrawColorFilterUniforms(); 734 setupDrawTexture(layer->getTexture()); 735 if (mSnapshot->transform->isPureTranslate()) { 736 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 737 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 738 739 layer->setFilter(GL_NEAREST, GL_NEAREST); 740 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 741 } else { 742 layer->setFilter(GL_LINEAR, GL_LINEAR); 743 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 744 } 745 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]); 746 747 for (size_t i = 0; i < count; i++) { 748 const android::Rect* r = &rects[i]; 749 750 const float u1 = r->left * texX; 751 const float v1 = (height - r->top) * texY; 752 const float u2 = r->right * texX; 753 const float v2 = (height - r->bottom) * texY; 754 755 // TODO: Reject quads outside of the clip 756 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 757 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 758 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 759 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 760 761 numQuads++; 762 763 if (numQuads >= REGION_MESH_QUAD_COUNT) { 764 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 765 numQuads = 0; 766 mesh = mCaches.getRegionMesh(); 767 } 768 } 769 770 if (numQuads > 0) { 771 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 772 } 773 774 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 775 finishDrawTexture(); 776 777#if DEBUG_LAYERS_AS_REGIONS 778 drawRegionRects(layer->region); 779#endif 780 781 layer->region.clear(); 782 } 783#else 784 composeLayerRect(layer, rect); 785#endif 786} 787 788void OpenGLRenderer::drawRegionRects(const Region& region) { 789#if DEBUG_LAYERS_AS_REGIONS 790 size_t count; 791 const android::Rect* rects = region.getArray(&count); 792 793 uint32_t colors[] = { 794 0x7fff0000, 0x7f00ff00, 795 0x7f0000ff, 0x7fff00ff, 796 }; 797 798 int offset = 0; 799 int32_t top = rects[0].top; 800 801 for (size_t i = 0; i < count; i++) { 802 if (top != rects[i].top) { 803 offset ^= 0x2; 804 top = rects[i].top; 805 } 806 807 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 808 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 809 SkXfermode::kSrcOver_Mode); 810 } 811#endif 812} 813 814void OpenGLRenderer::dirtyLayer(const float left, const float top, 815 const float right, const float bottom, const mat4 transform) { 816#if RENDER_LAYERS_AS_REGIONS 817 if (hasLayer()) { 818 Rect bounds(left, top, right, bottom); 819 transform.mapRect(bounds); 820 dirtyLayerUnchecked(bounds, getRegion()); 821 } 822#endif 823} 824 825void OpenGLRenderer::dirtyLayer(const float left, const float top, 826 const float right, const float bottom) { 827#if RENDER_LAYERS_AS_REGIONS 828 if (hasLayer()) { 829 Rect bounds(left, top, right, bottom); 830 dirtyLayerUnchecked(bounds, getRegion()); 831 } 832#endif 833} 834 835void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 836#if RENDER_LAYERS_AS_REGIONS 837 if (bounds.intersect(*mSnapshot->clipRect)) { 838 bounds.snapToPixelBoundaries(); 839 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 840 if (!dirty.isEmpty()) { 841 region->orSelf(dirty); 842 } 843 } 844#endif 845} 846 847void OpenGLRenderer::clearLayerRegions() { 848 const size_t count = mLayers.size(); 849 if (count == 0) return; 850 851 if (!mSnapshot->isIgnored()) { 852 // Doing several glScissor/glClear here can negatively impact 853 // GPUs with a tiler architecture, instead we draw quads with 854 // the Clear blending mode 855 856 // The list contains bounds that have already been clipped 857 // against their initial clip rect, and the current clip 858 // is likely different so we need to disable clipping here 859 glDisable(GL_SCISSOR_TEST); 860 861 Vertex mesh[count * 6]; 862 Vertex* vertex = mesh; 863 864 for (uint32_t i = 0; i < count; i++) { 865 Rect* bounds = mLayers.itemAt(i); 866 867 Vertex::set(vertex++, bounds->left, bounds->bottom); 868 Vertex::set(vertex++, bounds->left, bounds->top); 869 Vertex::set(vertex++, bounds->right, bounds->top); 870 Vertex::set(vertex++, bounds->left, bounds->bottom); 871 Vertex::set(vertex++, bounds->right, bounds->top); 872 Vertex::set(vertex++, bounds->right, bounds->bottom); 873 874 delete bounds; 875 } 876 877 setupDraw(false); 878 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 879 setupDrawBlending(true, SkXfermode::kClear_Mode); 880 setupDrawProgram(); 881 setupDrawPureColorUniforms(); 882 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 883 884 mCaches.unbindMeshBuffer(); 885 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 886 gVertexStride, &mesh[0].position[0]); 887 glDrawArrays(GL_TRIANGLES, 0, count * 6); 888 889 glEnable(GL_SCISSOR_TEST); 890 } else { 891 for (uint32_t i = 0; i < count; i++) { 892 delete mLayers.itemAt(i); 893 } 894 } 895 896 mLayers.clear(); 897} 898 899/////////////////////////////////////////////////////////////////////////////// 900// Transforms 901/////////////////////////////////////////////////////////////////////////////// 902 903void OpenGLRenderer::translate(float dx, float dy) { 904 mSnapshot->transform->translate(dx, dy, 0.0f); 905} 906 907void OpenGLRenderer::rotate(float degrees) { 908 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 909} 910 911void OpenGLRenderer::scale(float sx, float sy) { 912 mSnapshot->transform->scale(sx, sy, 1.0f); 913} 914 915void OpenGLRenderer::skew(float sx, float sy) { 916 mSnapshot->transform->skew(sx, sy); 917} 918 919void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 920 mSnapshot->transform->load(*matrix); 921} 922 923const float* OpenGLRenderer::getMatrix() const { 924 if (mSnapshot->fbo != 0) { 925 return &mSnapshot->transform->data[0]; 926 } 927 return &mIdentity.data[0]; 928} 929 930void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 931 mSnapshot->transform->copyTo(*matrix); 932} 933 934void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 935 SkMatrix transform; 936 mSnapshot->transform->copyTo(transform); 937 transform.preConcat(*matrix); 938 mSnapshot->transform->load(transform); 939} 940 941/////////////////////////////////////////////////////////////////////////////// 942// Clipping 943/////////////////////////////////////////////////////////////////////////////// 944 945void OpenGLRenderer::setScissorFromClip() { 946 Rect clip(*mSnapshot->clipRect); 947 clip.snapToPixelBoundaries(); 948 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 949 mDirtyClip = false; 950} 951 952const Rect& OpenGLRenderer::getClipBounds() { 953 return mSnapshot->getLocalClip(); 954} 955 956bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 957 if (mSnapshot->isIgnored()) { 958 return true; 959 } 960 961 Rect r(left, top, right, bottom); 962 mSnapshot->transform->mapRect(r); 963 r.snapToPixelBoundaries(); 964 965 Rect clipRect(*mSnapshot->clipRect); 966 clipRect.snapToPixelBoundaries(); 967 968 return !clipRect.intersects(r); 969} 970 971bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 972 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 973 if (clipped) { 974 dirtyClip(); 975 } 976 return !mSnapshot->clipRect->isEmpty(); 977} 978 979/////////////////////////////////////////////////////////////////////////////// 980// Drawing commands 981/////////////////////////////////////////////////////////////////////////////// 982 983void OpenGLRenderer::setupDraw(bool clear) { 984 if (clear) clearLayerRegions(); 985 if (mDirtyClip) { 986 setScissorFromClip(); 987 } 988 mDescription.reset(); 989 mSetShaderColor = false; 990 mColorSet = false; 991 mColorA = mColorR = mColorG = mColorB = 0.0f; 992 mTextureUnit = 0; 993 mTrackDirtyRegions = true; 994 mTexCoordsSlot = -1; 995} 996 997void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 998 mDescription.hasTexture = true; 999 mDescription.hasAlpha8Texture = isAlpha8; 1000} 1001 1002void OpenGLRenderer::setupDrawWithExternalTexture() { 1003 mDescription.hasExternalTexture = true; 1004} 1005 1006void OpenGLRenderer::setupDrawAALine() { 1007 mDescription.isAA = true; 1008} 1009 1010void OpenGLRenderer::setupDrawPoint(float pointSize) { 1011 mDescription.isPoint = true; 1012 mDescription.pointSize = pointSize; 1013} 1014 1015void OpenGLRenderer::setupDrawColor(int color) { 1016 setupDrawColor(color, (color >> 24) & 0xFF); 1017} 1018 1019void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1020 mColorA = alpha / 255.0f; 1021 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1022 // the rgb values by a instead of also dividing by 255 1023 const float a = mColorA / 255.0f; 1024 mColorR = a * ((color >> 16) & 0xFF); 1025 mColorG = a * ((color >> 8) & 0xFF); 1026 mColorB = a * ((color ) & 0xFF); 1027 mColorSet = true; 1028 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1029} 1030 1031void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1032 mColorA = alpha / 255.0f; 1033 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1034 // the rgb values by a instead of also dividing by 255 1035 const float a = mColorA / 255.0f; 1036 mColorR = a * ((color >> 16) & 0xFF); 1037 mColorG = a * ((color >> 8) & 0xFF); 1038 mColorB = a * ((color ) & 0xFF); 1039 mColorSet = true; 1040 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1041} 1042 1043void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1044 mColorA = a; 1045 mColorR = r; 1046 mColorG = g; 1047 mColorB = b; 1048 mColorSet = true; 1049 mSetShaderColor = mDescription.setColor(r, g, b, a); 1050} 1051 1052void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 1053 mColorA = a; 1054 mColorR = r; 1055 mColorG = g; 1056 mColorB = b; 1057 mColorSet = true; 1058 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 1059} 1060 1061void OpenGLRenderer::setupDrawShader() { 1062 if (mShader) { 1063 mShader->describe(mDescription, mCaches.extensions); 1064 } 1065} 1066 1067void OpenGLRenderer::setupDrawColorFilter() { 1068 if (mColorFilter) { 1069 mColorFilter->describe(mDescription, mCaches.extensions); 1070 } 1071} 1072 1073void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1074 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1075 mColorA = 1.0f; 1076 mColorR = mColorG = mColorB = 0.0f; 1077 mSetShaderColor = mDescription.modulate = true; 1078 } 1079} 1080 1081void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1082 // When the blending mode is kClear_Mode, we need to use a modulate color 1083 // argb=1,0,0,0 1084 accountForClear(mode); 1085 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1086 mDescription, swapSrcDst); 1087} 1088 1089void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1090 // When the blending mode is kClear_Mode, we need to use a modulate color 1091 // argb=1,0,0,0 1092 accountForClear(mode); 1093 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1094 mDescription, swapSrcDst); 1095} 1096 1097void OpenGLRenderer::setupDrawProgram() { 1098 useProgram(mCaches.programCache.get(mDescription)); 1099} 1100 1101void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1102 mTrackDirtyRegions = false; 1103} 1104 1105void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1106 bool ignoreTransform) { 1107 mModelView.loadTranslate(left, top, 0.0f); 1108 if (!ignoreTransform) { 1109 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1110 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1111 } else { 1112 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1113 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1114 } 1115} 1116 1117void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1118 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1119} 1120 1121void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1122 bool ignoreTransform, bool ignoreModelView) { 1123 if (!ignoreModelView) { 1124 mModelView.loadTranslate(left, top, 0.0f); 1125 mModelView.scale(right - left, bottom - top, 1.0f); 1126 } else { 1127 mModelView.loadIdentity(); 1128 } 1129 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1130 if (!ignoreTransform) { 1131 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1132 if (mTrackDirtyRegions && dirty) { 1133 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1134 } 1135 } else { 1136 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1137 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1138 } 1139} 1140 1141void OpenGLRenderer::setupDrawPointUniforms() { 1142 int slot = mCaches.currentProgram->getUniform("pointSize"); 1143 glUniform1f(slot, mDescription.pointSize); 1144} 1145 1146void OpenGLRenderer::setupDrawColorUniforms() { 1147 if (mColorSet || (mShader && mSetShaderColor)) { 1148 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1149 } 1150} 1151 1152void OpenGLRenderer::setupDrawPureColorUniforms() { 1153 if (mSetShaderColor) { 1154 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1155 } 1156} 1157 1158void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1159 if (mShader) { 1160 if (ignoreTransform) { 1161 mModelView.loadInverse(*mSnapshot->transform); 1162 } 1163 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1164 } 1165} 1166 1167void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1168 if (mShader) { 1169 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1170 } 1171} 1172 1173void OpenGLRenderer::setupDrawColorFilterUniforms() { 1174 if (mColorFilter) { 1175 mColorFilter->setupProgram(mCaches.currentProgram); 1176 } 1177} 1178 1179void OpenGLRenderer::setupDrawSimpleMesh() { 1180 mCaches.bindMeshBuffer(); 1181 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1182 gMeshStride, 0); 1183} 1184 1185void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1186 bindTexture(texture); 1187 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1188 1189 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1190 glEnableVertexAttribArray(mTexCoordsSlot); 1191} 1192 1193void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1194 bindExternalTexture(texture); 1195 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1196 1197 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1198 glEnableVertexAttribArray(mTexCoordsSlot); 1199} 1200 1201void OpenGLRenderer::setupDrawTextureTransform() { 1202 mDescription.hasTextureTransform = true; 1203} 1204 1205void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1206 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1207 GL_FALSE, &transform.data[0]); 1208} 1209 1210void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1211 if (!vertices) { 1212 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1213 } else { 1214 mCaches.unbindMeshBuffer(); 1215 } 1216 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1217 gMeshStride, vertices); 1218 if (mTexCoordsSlot >= 0) { 1219 glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1220 } 1221} 1222 1223void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1224 mCaches.unbindMeshBuffer(); 1225 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1226 gVertexStride, vertices); 1227} 1228 1229/** 1230 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1231 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1232 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1233 * attributes (one per vertex) are values from zero to one that tells the fragment 1234 * shader where the fragment is in relation to the line width/length overall; these values are 1235 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1236 * region of the line. 1237 * Note that we only pass down the width values in this setup function. The length coordinates 1238 * are set up for each individual segment. 1239 */ 1240void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1241 GLvoid* lengthCoords, float boundaryWidthProportion) { 1242 mCaches.unbindMeshBuffer(); 1243 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1244 gAAVertexStride, vertices); 1245 int widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1246 glEnableVertexAttribArray(widthSlot); 1247 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1248 int lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1249 glEnableVertexAttribArray(lengthSlot); 1250 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1251 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1252 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1253 // Setting the inverse value saves computations per-fragment in the shader 1254 int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1255 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1256} 1257 1258void OpenGLRenderer::finishDrawTexture() { 1259 glDisableVertexAttribArray(mTexCoordsSlot); 1260} 1261 1262/////////////////////////////////////////////////////////////////////////////// 1263// Drawing 1264/////////////////////////////////////////////////////////////////////////////// 1265 1266bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height, 1267 Rect& dirty, uint32_t level) { 1268 if (quickReject(0.0f, 0.0f, width, height)) { 1269 return false; 1270 } 1271 1272 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1273 // will be performed by the display list itself 1274 if (displayList) { 1275 return displayList->replay(*this, dirty, level); 1276 } 1277 1278 return false; 1279} 1280 1281void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1282 if (displayList) { 1283 displayList->output(*this, level); 1284 } 1285} 1286 1287void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1288 int alpha; 1289 SkXfermode::Mode mode; 1290 getAlphaAndMode(paint, &alpha, &mode); 1291 1292 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1293 1294 float x = left; 1295 float y = top; 1296 1297 bool ignoreTransform = false; 1298 if (mSnapshot->transform->isPureTranslate()) { 1299 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1300 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1301 ignoreTransform = true; 1302 } 1303 1304 setupDraw(); 1305 setupDrawWithTexture(true); 1306 if (paint) { 1307 setupDrawAlpha8Color(paint->getColor(), alpha); 1308 } 1309 setupDrawColorFilter(); 1310 setupDrawShader(); 1311 setupDrawBlending(true, mode); 1312 setupDrawProgram(); 1313 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1314 setupDrawTexture(texture->id); 1315 setupDrawPureColorUniforms(); 1316 setupDrawColorFilterUniforms(); 1317 setupDrawShaderUniforms(); 1318 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1319 1320 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1321 1322 finishDrawTexture(); 1323} 1324 1325void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1326 const float right = left + bitmap->width(); 1327 const float bottom = top + bitmap->height(); 1328 1329 if (quickReject(left, top, right, bottom)) { 1330 return; 1331 } 1332 1333 glActiveTexture(gTextureUnits[0]); 1334 Texture* texture = mCaches.textureCache.get(bitmap); 1335 if (!texture) return; 1336 const AutoTexture autoCleanup(texture); 1337 1338 if (bitmap->getConfig() == SkBitmap::kA8_Config) { 1339 drawAlphaBitmap(texture, left, top, paint); 1340 } else { 1341 drawTextureRect(left, top, right, bottom, texture, paint); 1342 } 1343} 1344 1345void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1346 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1347 const mat4 transform(*matrix); 1348 transform.mapRect(r); 1349 1350 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1351 return; 1352 } 1353 1354 glActiveTexture(gTextureUnits[0]); 1355 Texture* texture = mCaches.textureCache.get(bitmap); 1356 if (!texture) return; 1357 const AutoTexture autoCleanup(texture); 1358 1359 // This could be done in a cheaper way, all we need is pass the matrix 1360 // to the vertex shader. The save/restore is a bit overkill. 1361 save(SkCanvas::kMatrix_SaveFlag); 1362 concatMatrix(matrix); 1363 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1364 restore(); 1365} 1366 1367void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1368 float* vertices, int* colors, SkPaint* paint) { 1369 // TODO: Do a quickReject 1370 if (!vertices || mSnapshot->isIgnored()) { 1371 return; 1372 } 1373 1374 glActiveTexture(gTextureUnits[0]); 1375 Texture* texture = mCaches.textureCache.get(bitmap); 1376 if (!texture) return; 1377 const AutoTexture autoCleanup(texture); 1378 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1379 1380 int alpha; 1381 SkXfermode::Mode mode; 1382 getAlphaAndMode(paint, &alpha, &mode); 1383 1384 const uint32_t count = meshWidth * meshHeight * 6; 1385 1386 float left = FLT_MAX; 1387 float top = FLT_MAX; 1388 float right = FLT_MIN; 1389 float bottom = FLT_MIN; 1390 1391#if RENDER_LAYERS_AS_REGIONS 1392 bool hasActiveLayer = hasLayer(); 1393#else 1394 bool hasActiveLayer = false; 1395#endif 1396 1397 // TODO: Support the colors array 1398 TextureVertex mesh[count]; 1399 TextureVertex* vertex = mesh; 1400 for (int32_t y = 0; y < meshHeight; y++) { 1401 for (int32_t x = 0; x < meshWidth; x++) { 1402 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1403 1404 float u1 = float(x) / meshWidth; 1405 float u2 = float(x + 1) / meshWidth; 1406 float v1 = float(y) / meshHeight; 1407 float v2 = float(y + 1) / meshHeight; 1408 1409 int ax = i + (meshWidth + 1) * 2; 1410 int ay = ax + 1; 1411 int bx = i; 1412 int by = bx + 1; 1413 int cx = i + 2; 1414 int cy = cx + 1; 1415 int dx = i + (meshWidth + 1) * 2 + 2; 1416 int dy = dx + 1; 1417 1418 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1419 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1420 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1421 1422 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1423 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1424 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1425 1426#if RENDER_LAYERS_AS_REGIONS 1427 if (hasActiveLayer) { 1428 // TODO: This could be optimized to avoid unnecessary ops 1429 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1430 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1431 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1432 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1433 } 1434#endif 1435 } 1436 } 1437 1438#if RENDER_LAYERS_AS_REGIONS 1439 if (hasActiveLayer) { 1440 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1441 } 1442#endif 1443 1444 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1445 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1446 GL_TRIANGLES, count, false, false, 0, false, false); 1447} 1448 1449void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1450 float srcLeft, float srcTop, float srcRight, float srcBottom, 1451 float dstLeft, float dstTop, float dstRight, float dstBottom, 1452 SkPaint* paint) { 1453 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1454 return; 1455 } 1456 1457 glActiveTexture(gTextureUnits[0]); 1458 Texture* texture = mCaches.textureCache.get(bitmap); 1459 if (!texture) return; 1460 const AutoTexture autoCleanup(texture); 1461 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1462 1463 const float width = texture->width; 1464 const float height = texture->height; 1465 1466 const float u1 = (srcLeft + 0.5f) / width; 1467 const float v1 = (srcTop + 0.5f) / height; 1468 const float u2 = (srcRight - 0.5f) / width; 1469 const float v2 = (srcBottom - 0.5f) / height; 1470 1471 mCaches.unbindMeshBuffer(); 1472 resetDrawTextureTexCoords(u1, v1, u2, v2); 1473 1474 int alpha; 1475 SkXfermode::Mode mode; 1476 getAlphaAndMode(paint, &alpha, &mode); 1477 1478 if (mSnapshot->transform->isPureTranslate()) { 1479 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1480 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1481 1482 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1483 texture->id, alpha / 255.0f, mode, texture->blend, 1484 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1485 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1486 } else { 1487 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1488 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1489 GL_TRIANGLE_STRIP, gMeshCount); 1490 } 1491 1492 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1493} 1494 1495void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1496 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1497 float left, float top, float right, float bottom, SkPaint* paint) { 1498 if (quickReject(left, top, right, bottom)) { 1499 return; 1500 } 1501 1502 glActiveTexture(gTextureUnits[0]); 1503 Texture* texture = mCaches.textureCache.get(bitmap); 1504 if (!texture) return; 1505 const AutoTexture autoCleanup(texture); 1506 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1507 1508 int alpha; 1509 SkXfermode::Mode mode; 1510 getAlphaAndMode(paint, &alpha, &mode); 1511 1512 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1513 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1514 1515 if (mesh && mesh->verticesCount > 0) { 1516 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1517#if RENDER_LAYERS_AS_REGIONS 1518 // Mark the current layer dirty where we are going to draw the patch 1519 if (hasLayer() && mesh->hasEmptyQuads) { 1520 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1521 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1522 const size_t count = mesh->quads.size(); 1523 for (size_t i = 0; i < count; i++) { 1524 const Rect& bounds = mesh->quads.itemAt(i); 1525 if (pureTranslate) { 1526 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1527 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1528 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1529 } else { 1530 dirtyLayer(left + bounds.left, top + bounds.top, 1531 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1532 } 1533 } 1534 } 1535#endif 1536 1537 if (pureTranslate) { 1538 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1539 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1540 1541 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1542 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1543 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1544 true, !mesh->hasEmptyQuads); 1545 } else { 1546 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1547 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1548 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1549 true, !mesh->hasEmptyQuads); 1550 } 1551 } 1552} 1553 1554/** 1555 * This function uses a similar approach to that of AA lines in the drawLines() function. 1556 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment 1557 * shader to compute the translucency of the color, determined by whether a given pixel is 1558 * within that boundary region and how far into the region it is. 1559 */ 1560void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom, 1561 int color, SkXfermode::Mode mode) { 1562 float inverseScaleX = 1.0f; 1563 float inverseScaleY = 1.0f; 1564 // The quad that we use needs to account for scaling. 1565 if (!mSnapshot->transform->isPureTranslate()) { 1566 Matrix4 *mat = mSnapshot->transform; 1567 float m00 = mat->data[Matrix4::kScaleX]; 1568 float m01 = mat->data[Matrix4::kSkewY]; 1569 float m02 = mat->data[2]; 1570 float m10 = mat->data[Matrix4::kSkewX]; 1571 float m11 = mat->data[Matrix4::kScaleX]; 1572 float m12 = mat->data[6]; 1573 float scaleX = sqrt(m00 * m00 + m01 * m01); 1574 float scaleY = sqrt(m10 * m10 + m11 * m11); 1575 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1576 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1577 } 1578 1579 setupDraw(); 1580 setupDrawAALine(); 1581 setupDrawColor(color); 1582 setupDrawColorFilter(); 1583 setupDrawShader(); 1584 setupDrawBlending(true, mode); 1585 setupDrawProgram(); 1586 setupDrawModelViewIdentity(true); 1587 setupDrawColorUniforms(); 1588 setupDrawColorFilterUniforms(); 1589 setupDrawShaderIdentityUniforms(); 1590 1591 AAVertex rects[4]; 1592 AAVertex* aaVertices = &rects[0]; 1593 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1594 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1595 1596 float boundarySizeX = .5 * inverseScaleX; 1597 float boundarySizeY = .5 * inverseScaleY; 1598 1599 // Adjust the rect by the AA boundary padding 1600 left -= boundarySizeX; 1601 right += boundarySizeX; 1602 top -= boundarySizeY; 1603 bottom += boundarySizeY; 1604 1605 float width = right - left; 1606 float height = bottom - top; 1607 1608 float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0; 1609 float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0; 1610 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); 1611 int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1612 int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1613 glUniform1f(boundaryLengthSlot, boundaryHeightProportion); 1614 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryHeightProportion)); 1615 1616 if (!quickReject(left, top, right, bottom)) { 1617 AAVertex::set(aaVertices++, left, bottom, 1, 1); 1618 AAVertex::set(aaVertices++, left, top, 1, 0); 1619 AAVertex::set(aaVertices++, right, bottom, 0, 1); 1620 AAVertex::set(aaVertices++, right, top, 0, 0); 1621 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1622 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 1623 } 1624} 1625 1626/** 1627 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1628 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1629 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1630 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 1631 * of the line. Hairlines are more involved because we need to account for transform scaling 1632 * to end up with a one-pixel-wide line in screen space.. 1633 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 1634 * in combination with values that we calculate and pass down in this method. The basic approach 1635 * is that the quad we create contains both the core line area plus a bounding area in which 1636 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 1637 * proportion of the width and the length of a given segment is represented by the boundary 1638 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 1639 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 1640 * on the inside). This ends up giving the result we want, with pixels that are completely 1641 * 'inside' the line area being filled opaquely and the other pixels being filled according to 1642 * how far into the boundary region they are, which is determined by shader interpolation. 1643 */ 1644void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1645 if (mSnapshot->isIgnored()) return; 1646 1647 const bool isAA = paint->isAntiAlias(); 1648 // We use half the stroke width here because we're going to position the quad 1649 // corner vertices half of the width away from the line endpoints 1650 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 1651 // A stroke width of 0 has a special meaning in Skia: 1652 // it draws a line 1 px wide regardless of current transform 1653 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1654 float inverseScaleX = 1.0f; 1655 float inverseScaleY = 1.0f; 1656 bool scaled = false; 1657 int alpha; 1658 SkXfermode::Mode mode; 1659 int generatedVerticesCount = 0; 1660 int verticesCount = count; 1661 if (count > 4) { 1662 // Polyline: account for extra vertices needed for continuous tri-strip 1663 verticesCount += (count - 4); 1664 } 1665 1666 if (isHairLine || isAA) { 1667 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 1668 // the line on the screen should always be one pixel wide regardless of scale. For 1669 // AA lines, we only want one pixel of translucent boundary around the quad. 1670 if (!mSnapshot->transform->isPureTranslate()) { 1671 Matrix4 *mat = mSnapshot->transform; 1672 float m00 = mat->data[Matrix4::kScaleX]; 1673 float m01 = mat->data[Matrix4::kSkewY]; 1674 float m02 = mat->data[2]; 1675 float m10 = mat->data[Matrix4::kSkewX]; 1676 float m11 = mat->data[Matrix4::kScaleX]; 1677 float m12 = mat->data[6]; 1678 float scaleX = sqrt(m00*m00 + m01*m01); 1679 float scaleY = sqrt(m10*m10 + m11*m11); 1680 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1681 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1682 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 1683 scaled = true; 1684 } 1685 } 1686 } 1687 1688 getAlphaAndMode(paint, &alpha, &mode); 1689 setupDraw(); 1690 if (isAA) { 1691 setupDrawAALine(); 1692 } 1693 setupDrawColor(paint->getColor(), alpha); 1694 setupDrawColorFilter(); 1695 setupDrawShader(); 1696 if (isAA) { 1697 setupDrawBlending(true, mode); 1698 } else { 1699 setupDrawBlending(mode); 1700 } 1701 setupDrawProgram(); 1702 setupDrawModelViewIdentity(true); 1703 setupDrawColorUniforms(); 1704 setupDrawColorFilterUniforms(); 1705 setupDrawShaderIdentityUniforms(); 1706 1707 if (isHairLine) { 1708 // Set a real stroke width to be used in quad construction 1709 halfStrokeWidth = isAA? 1 : .5; 1710 } else if (isAA && !scaled) { 1711 // Expand boundary to enable AA calculations on the quad border 1712 halfStrokeWidth += .5f; 1713 } 1714 Vertex lines[verticesCount]; 1715 Vertex* vertices = &lines[0]; 1716 AAVertex wLines[verticesCount]; 1717 AAVertex* aaVertices = &wLines[0]; 1718 if (!isAA) { 1719 setupDrawVertices(vertices); 1720 } else { 1721 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1722 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1723 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 1724 // AA stroke width (the base stroke width expanded by a half pixel on either side). 1725 // This value is used in the fragment shader to determine how to fill fragments. 1726 // We will need to calculate the actual width proportion on each segment for 1727 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 1728 float boundaryWidthProportion = 1 / (2 * halfStrokeWidth); 1729 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); 1730 } 1731 1732 AAVertex* prevAAVertex = NULL; 1733 Vertex* prevVertex = NULL; 1734 1735 int boundaryLengthSlot = -1; 1736 int inverseBoundaryLengthSlot = -1; 1737 int boundaryWidthSlot = -1; 1738 int inverseBoundaryWidthSlot = -1; 1739 for (int i = 0; i < count; i += 4) { 1740 // a = start point, b = end point 1741 vec2 a(points[i], points[i + 1]); 1742 vec2 b(points[i + 2], points[i + 3]); 1743 float length = 0; 1744 float boundaryLengthProportion = 0; 1745 float boundaryWidthProportion = 0; 1746 1747 // Find the normal to the line 1748 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 1749 if (isHairLine) { 1750 if (isAA) { 1751 float wideningFactor; 1752 if (fabs(n.x) >= fabs(n.y)) { 1753 wideningFactor = fabs(1.0f / n.x); 1754 } else { 1755 wideningFactor = fabs(1.0f / n.y); 1756 } 1757 n *= wideningFactor; 1758 } 1759 if (scaled) { 1760 n.x *= inverseScaleX; 1761 n.y *= inverseScaleY; 1762 } 1763 } else if (scaled) { 1764 // Extend n by .5 pixel on each side, post-transform 1765 vec2 extendedN = n.copyNormalized(); 1766 extendedN /= 2; 1767 extendedN.x *= inverseScaleX; 1768 extendedN.y *= inverseScaleY; 1769 float extendedNLength = extendedN.length(); 1770 // We need to set this value on the shader prior to drawing 1771 boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength); 1772 n += extendedN; 1773 } 1774 float x = n.x; 1775 n.x = -n.y; 1776 n.y = x; 1777 1778 // aa lines expand the endpoint vertices to encompass the AA boundary 1779 if (isAA) { 1780 vec2 abVector = (b - a); 1781 length = abVector.length(); 1782 abVector.normalize(); 1783 if (scaled) { 1784 abVector.x *= inverseScaleX; 1785 abVector.y *= inverseScaleY; 1786 float abLength = abVector.length(); 1787 boundaryLengthProportion = abLength / (length + abLength); 1788 } else { 1789 boundaryLengthProportion = .5 / (length + 1); 1790 } 1791 abVector /= 2; 1792 a -= abVector; 1793 b += abVector; 1794 } 1795 1796 // Four corners of the rectangle defining a thick line 1797 vec2 p1 = a - n; 1798 vec2 p2 = a + n; 1799 vec2 p3 = b + n; 1800 vec2 p4 = b - n; 1801 1802 1803 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1804 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1805 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1806 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1807 1808 if (!quickReject(left, top, right, bottom)) { 1809 if (!isAA) { 1810 if (prevVertex != NULL) { 1811 // Issue two repeat vertices to create degenerate triangles to bridge 1812 // between the previous line and the new one. This is necessary because 1813 // we are creating a single triangle_strip which will contain 1814 // potentially discontinuous line segments. 1815 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 1816 Vertex::set(vertices++, p1.x, p1.y); 1817 generatedVerticesCount += 2; 1818 } 1819 Vertex::set(vertices++, p1.x, p1.y); 1820 Vertex::set(vertices++, p2.x, p2.y); 1821 Vertex::set(vertices++, p4.x, p4.y); 1822 Vertex::set(vertices++, p3.x, p3.y); 1823 prevVertex = vertices - 1; 1824 generatedVerticesCount += 4; 1825 } else { 1826 if (!isHairLine && scaled) { 1827 // Must set width proportions per-segment for scaled non-hairlines to use the 1828 // correct AA boundary dimensions 1829 if (boundaryWidthSlot < 0) { 1830 boundaryWidthSlot = 1831 mCaches.currentProgram->getUniform("boundaryWidth"); 1832 inverseBoundaryWidthSlot = 1833 mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1834 } 1835 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1836 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1837 } 1838 if (boundaryLengthSlot < 0) { 1839 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1840 inverseBoundaryLengthSlot = 1841 mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1842 } 1843 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 1844 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion)); 1845 1846 if (prevAAVertex != NULL) { 1847 // Issue two repeat vertices to create degenerate triangles to bridge 1848 // between the previous line and the new one. This is necessary because 1849 // we are creating a single triangle_strip which will contain 1850 // potentially discontinuous line segments. 1851 AAVertex::set(aaVertices++,prevAAVertex->position[0], 1852 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 1853 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1854 generatedVerticesCount += 2; 1855 } 1856 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1857 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 1858 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 1859 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 1860 prevAAVertex = aaVertices - 1; 1861 generatedVerticesCount += 4; 1862 } 1863 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 1864 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 1865 *mSnapshot->transform); 1866 } 1867 } 1868 if (generatedVerticesCount > 0) { 1869 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 1870 } 1871} 1872 1873void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 1874 if (mSnapshot->isIgnored()) return; 1875 1876 // TODO: The paint's cap style defines whether the points are square or circular 1877 // TODO: Handle AA for round points 1878 1879 // A stroke width of 0 has a special meaning in Skia: 1880 // it draws an unscaled 1px point 1881 float strokeWidth = paint->getStrokeWidth(); 1882 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1883 if (isHairLine) { 1884 // Now that we know it's hairline, we can set the effective width, to be used later 1885 strokeWidth = 1.0f; 1886 } 1887 const float halfWidth = strokeWidth / 2; 1888 int alpha; 1889 SkXfermode::Mode mode; 1890 getAlphaAndMode(paint, &alpha, &mode); 1891 1892 int verticesCount = count >> 1; 1893 int generatedVerticesCount = 0; 1894 1895 TextureVertex pointsData[verticesCount]; 1896 TextureVertex* vertex = &pointsData[0]; 1897 1898 setupDraw(); 1899 setupDrawPoint(strokeWidth); 1900 setupDrawColor(paint->getColor(), alpha); 1901 setupDrawColorFilter(); 1902 setupDrawShader(); 1903 setupDrawBlending(mode); 1904 setupDrawProgram(); 1905 setupDrawModelViewIdentity(true); 1906 setupDrawColorUniforms(); 1907 setupDrawColorFilterUniforms(); 1908 setupDrawPointUniforms(); 1909 setupDrawShaderIdentityUniforms(); 1910 setupDrawMesh(vertex); 1911 1912 for (int i = 0; i < count; i += 2) { 1913 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1914 generatedVerticesCount++; 1915 float left = points[i] - halfWidth; 1916 float right = points[i] + halfWidth; 1917 float top = points[i + 1] - halfWidth; 1918 float bottom = points [i + 1] + halfWidth; 1919 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1920 } 1921 1922 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 1923} 1924 1925void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1926 // No need to check against the clip, we fill the clip region 1927 if (mSnapshot->isIgnored()) return; 1928 1929 Rect& clip(*mSnapshot->clipRect); 1930 clip.snapToPixelBoundaries(); 1931 1932 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1933} 1934 1935void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 1936 if (!texture) return; 1937 const AutoTexture autoCleanup(texture); 1938 1939 const float x = left + texture->left - texture->offset; 1940 const float y = top + texture->top - texture->offset; 1941 1942 drawPathTexture(texture, x, y, paint); 1943} 1944 1945void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 1946 float rx, float ry, SkPaint* paint) { 1947 if (mSnapshot->isIgnored()) return; 1948 1949 glActiveTexture(gTextureUnits[0]); 1950 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 1951 right - left, bottom - top, rx, ry, paint); 1952 drawShape(left, top, texture, paint); 1953} 1954 1955void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 1956 if (mSnapshot->isIgnored()) return; 1957 1958 glActiveTexture(gTextureUnits[0]); 1959 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 1960 drawShape(x - radius, y - radius, texture, paint); 1961} 1962 1963void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 1964 if (mSnapshot->isIgnored()) return; 1965 1966 glActiveTexture(gTextureUnits[0]); 1967 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 1968 drawShape(left, top, texture, paint); 1969} 1970 1971void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 1972 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 1973 if (mSnapshot->isIgnored()) return; 1974 1975 if (fabs(sweepAngle) >= 360.0f) { 1976 drawOval(left, top, right, bottom, paint); 1977 return; 1978 } 1979 1980 glActiveTexture(gTextureUnits[0]); 1981 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 1982 startAngle, sweepAngle, useCenter, paint); 1983 drawShape(left, top, texture, paint); 1984} 1985 1986void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 1987 SkPaint* paint) { 1988 if (mSnapshot->isIgnored()) return; 1989 1990 glActiveTexture(gTextureUnits[0]); 1991 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 1992 drawShape(left, top, texture, paint); 1993} 1994 1995void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 1996 if (p->getStyle() != SkPaint::kFill_Style) { 1997 drawRectAsShape(left, top, right, bottom, p); 1998 return; 1999 } 2000 2001 if (quickReject(left, top, right, bottom)) { 2002 return; 2003 } 2004 2005 SkXfermode::Mode mode; 2006 if (!mCaches.extensions.hasFramebufferFetch()) { 2007 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 2008 if (!isMode) { 2009 // Assume SRC_OVER 2010 mode = SkXfermode::kSrcOver_Mode; 2011 } 2012 } else { 2013 mode = getXfermode(p->getXfermode()); 2014 } 2015 2016 int color = p->getColor(); 2017 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2018 drawAARect(left, top, right, bottom, color, mode); 2019 } else { 2020 drawColorRect(left, top, right, bottom, color, mode); 2021 } 2022} 2023 2024void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2025 float x, float y, SkPaint* paint) { 2026 if (text == NULL || count == 0) { 2027 return; 2028 } 2029 if (mSnapshot->isIgnored()) return; 2030 2031 // TODO: We should probably make a copy of the paint instead of modifying 2032 // it; modifying the paint will change its generationID the first 2033 // time, which might impact caches. More investigation needed to 2034 // see if it matters. 2035 // If we make a copy, then drawTextDecorations() should *not* make 2036 // its own copy as it does right now. 2037 paint->setAntiAlias(true); 2038#if RENDER_TEXT_AS_GLYPHS 2039 paint->setTextEncoding(SkPaint::kGlyphID_TextEncoding); 2040#endif 2041 2042 float length = -1.0f; 2043 switch (paint->getTextAlign()) { 2044 case SkPaint::kCenter_Align: 2045 length = paint->measureText(text, bytesCount); 2046 x -= length / 2.0f; 2047 break; 2048 case SkPaint::kRight_Align: 2049 length = paint->measureText(text, bytesCount); 2050 x -= length; 2051 break; 2052 default: 2053 break; 2054 } 2055 2056 const float oldX = x; 2057 const float oldY = y; 2058 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2059 if (pureTranslate) { 2060 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2061 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2062 } 2063 2064 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2065 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2066 paint->getTextSize()); 2067 2068 int alpha; 2069 SkXfermode::Mode mode; 2070 getAlphaAndMode(paint, &alpha, &mode); 2071 2072 if (mHasShadow) { 2073 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2074 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2075 paint, text, bytesCount, count, mShadowRadius); 2076 const AutoTexture autoCleanup(shadow); 2077 2078 const float sx = oldX - shadow->left + mShadowDx; 2079 const float sy = oldY - shadow->top + mShadowDy; 2080 2081 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 2082 int shadowColor = mShadowColor; 2083 if (mShader) { 2084 shadowColor = 0xffffffff; 2085 } 2086 2087 glActiveTexture(gTextureUnits[0]); 2088 setupDraw(); 2089 setupDrawWithTexture(true); 2090 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2091 setupDrawColorFilter(); 2092 setupDrawShader(); 2093 setupDrawBlending(true, mode); 2094 setupDrawProgram(); 2095 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2096 setupDrawTexture(shadow->id); 2097 setupDrawPureColorUniforms(); 2098 setupDrawColorFilterUniforms(); 2099 setupDrawShaderUniforms(); 2100 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2101 2102 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2103 2104 finishDrawTexture(); 2105 } 2106 2107 if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) { 2108 return; 2109 } 2110 2111 // Pick the appropriate texture filtering 2112 bool linearFilter = mSnapshot->transform->changesBounds(); 2113 if (pureTranslate && !linearFilter) { 2114 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2115 } 2116 2117 glActiveTexture(gTextureUnits[0]); 2118 setupDraw(); 2119 setupDrawDirtyRegionsDisabled(); 2120 setupDrawWithTexture(true); 2121 setupDrawAlpha8Color(paint->getColor(), alpha); 2122 setupDrawColorFilter(); 2123 setupDrawShader(); 2124 setupDrawBlending(true, mode); 2125 setupDrawProgram(); 2126 setupDrawModelView(x, y, x, y, pureTranslate, true); 2127 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2128 setupDrawPureColorUniforms(); 2129 setupDrawColorFilterUniforms(); 2130 setupDrawShaderUniforms(pureTranslate); 2131 2132 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2133 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2134 2135#if RENDER_LAYERS_AS_REGIONS 2136 bool hasActiveLayer = hasLayer(); 2137#else 2138 bool hasActiveLayer = false; 2139#endif 2140 mCaches.unbindMeshBuffer(); 2141 2142 // Tell font renderer the locations of position and texture coord 2143 // attributes so it can bind its data properly 2144 int positionSlot = mCaches.currentProgram->position; 2145 fontRenderer.setAttributeBindingSlots(positionSlot, mTexCoordsSlot); 2146 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 2147 hasActiveLayer ? &bounds : NULL)) { 2148#if RENDER_LAYERS_AS_REGIONS 2149 if (hasActiveLayer) { 2150 if (!pureTranslate) { 2151 mSnapshot->transform->mapRect(bounds); 2152 } 2153 dirtyLayerUnchecked(bounds, getRegion()); 2154 } 2155#endif 2156 } 2157 2158 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 2159 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 2160 2161 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2162} 2163 2164void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2165 if (mSnapshot->isIgnored()) return; 2166 2167 glActiveTexture(gTextureUnits[0]); 2168 2169 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2170 if (!texture) return; 2171 const AutoTexture autoCleanup(texture); 2172 2173 const float x = texture->left - texture->offset; 2174 const float y = texture->top - texture->offset; 2175 2176 drawPathTexture(texture, x, y, paint); 2177} 2178 2179void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2180 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 2181 return; 2182 } 2183 2184 glActiveTexture(gTextureUnits[0]); 2185 2186 int alpha; 2187 SkXfermode::Mode mode; 2188 getAlphaAndMode(paint, &alpha, &mode); 2189 2190 layer->setAlpha(alpha, mode); 2191 2192#if RENDER_LAYERS_AS_REGIONS 2193 if (!layer->region.isEmpty()) { 2194 if (layer->region.isRect()) { 2195 composeLayerRect(layer, layer->regionRect); 2196 } else if (layer->mesh) { 2197 const float a = alpha / 255.0f; 2198 const Rect& rect = layer->layer; 2199 2200 setupDraw(); 2201 setupDrawWithTexture(); 2202 setupDrawColor(a, a, a, a); 2203 setupDrawColorFilter(); 2204 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2205 setupDrawProgram(); 2206 setupDrawPureColorUniforms(); 2207 setupDrawColorFilterUniforms(); 2208 setupDrawTexture(layer->getTexture()); 2209 if (mSnapshot->transform->isPureTranslate()) { 2210 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2211 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2212 2213 layer->setFilter(GL_NEAREST, GL_NEAREST); 2214 setupDrawModelViewTranslate(x, y, 2215 x + layer->layer.getWidth(), y + layer->layer.getHeight(), true); 2216 } else { 2217 layer->setFilter(GL_LINEAR, GL_LINEAR); 2218 setupDrawModelViewTranslate(x, y, 2219 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2220 } 2221 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2222 2223 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2224 GL_UNSIGNED_SHORT, layer->meshIndices); 2225 2226 finishDrawTexture(); 2227 2228#if DEBUG_LAYERS_AS_REGIONS 2229 drawRegionRects(layer->region); 2230#endif 2231 } 2232 } 2233#else 2234 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2235 composeLayerRect(layer, r); 2236#endif 2237} 2238 2239/////////////////////////////////////////////////////////////////////////////// 2240// Shaders 2241/////////////////////////////////////////////////////////////////////////////// 2242 2243void OpenGLRenderer::resetShader() { 2244 mShader = NULL; 2245} 2246 2247void OpenGLRenderer::setupShader(SkiaShader* shader) { 2248 mShader = shader; 2249 if (mShader) { 2250 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2251 } 2252} 2253 2254/////////////////////////////////////////////////////////////////////////////// 2255// Color filters 2256/////////////////////////////////////////////////////////////////////////////// 2257 2258void OpenGLRenderer::resetColorFilter() { 2259 mColorFilter = NULL; 2260} 2261 2262void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2263 mColorFilter = filter; 2264} 2265 2266/////////////////////////////////////////////////////////////////////////////// 2267// Drop shadow 2268/////////////////////////////////////////////////////////////////////////////// 2269 2270void OpenGLRenderer::resetShadow() { 2271 mHasShadow = false; 2272} 2273 2274void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2275 mHasShadow = true; 2276 mShadowRadius = radius; 2277 mShadowDx = dx; 2278 mShadowDy = dy; 2279 mShadowColor = color; 2280} 2281 2282/////////////////////////////////////////////////////////////////////////////// 2283// Drawing implementation 2284/////////////////////////////////////////////////////////////////////////////// 2285 2286void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2287 float x, float y, SkPaint* paint) { 2288 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2289 return; 2290 } 2291 2292 int alpha; 2293 SkXfermode::Mode mode; 2294 getAlphaAndMode(paint, &alpha, &mode); 2295 2296 setupDraw(); 2297 setupDrawWithTexture(true); 2298 setupDrawAlpha8Color(paint->getColor(), alpha); 2299 setupDrawColorFilter(); 2300 setupDrawShader(); 2301 setupDrawBlending(true, mode); 2302 setupDrawProgram(); 2303 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2304 setupDrawTexture(texture->id); 2305 setupDrawPureColorUniforms(); 2306 setupDrawColorFilterUniforms(); 2307 setupDrawShaderUniforms(); 2308 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2309 2310 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2311 2312 finishDrawTexture(); 2313} 2314 2315// Same values used by Skia 2316#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2317#define kStdUnderline_Offset (1.0f / 9.0f) 2318#define kStdUnderline_Thickness (1.0f / 18.0f) 2319 2320void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2321 float x, float y, SkPaint* paint) { 2322 // Handle underline and strike-through 2323 uint32_t flags = paint->getFlags(); 2324 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2325 SkPaint paintCopy(*paint); 2326 float underlineWidth = length; 2327 // If length is > 0.0f, we already measured the text for the text alignment 2328 if (length <= 0.0f) { 2329 underlineWidth = paintCopy.measureText(text, bytesCount); 2330 } 2331 2332 float offsetX = 0; 2333 switch (paintCopy.getTextAlign()) { 2334 case SkPaint::kCenter_Align: 2335 offsetX = underlineWidth * 0.5f; 2336 break; 2337 case SkPaint::kRight_Align: 2338 offsetX = underlineWidth; 2339 break; 2340 default: 2341 break; 2342 } 2343 2344 if (underlineWidth > 0.0f) { 2345 const float textSize = paintCopy.getTextSize(); 2346 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2347 2348 const float left = x - offsetX; 2349 float top = 0.0f; 2350 2351 int linesCount = 0; 2352 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2353 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2354 2355 const int pointsCount = 4 * linesCount; 2356 float points[pointsCount]; 2357 int currentPoint = 0; 2358 2359 if (flags & SkPaint::kUnderlineText_Flag) { 2360 top = y + textSize * kStdUnderline_Offset; 2361 points[currentPoint++] = left; 2362 points[currentPoint++] = top; 2363 points[currentPoint++] = left + underlineWidth; 2364 points[currentPoint++] = top; 2365 } 2366 2367 if (flags & SkPaint::kStrikeThruText_Flag) { 2368 top = y + textSize * kStdStrikeThru_Offset; 2369 points[currentPoint++] = left; 2370 points[currentPoint++] = top; 2371 points[currentPoint++] = left + underlineWidth; 2372 points[currentPoint++] = top; 2373 } 2374 2375 paintCopy.setStrokeWidth(strokeWidth); 2376 2377 drawLines(&points[0], pointsCount, &paintCopy); 2378 } 2379 } 2380} 2381 2382void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2383 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2384 // If a shader is set, preserve only the alpha 2385 if (mShader) { 2386 color |= 0x00ffffff; 2387 } 2388 2389 setupDraw(); 2390 setupDrawColor(color); 2391 setupDrawShader(); 2392 setupDrawColorFilter(); 2393 setupDrawBlending(mode); 2394 setupDrawProgram(); 2395 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2396 setupDrawColorUniforms(); 2397 setupDrawShaderUniforms(ignoreTransform); 2398 setupDrawColorFilterUniforms(); 2399 setupDrawSimpleMesh(); 2400 2401 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2402} 2403 2404void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2405 Texture* texture, SkPaint* paint) { 2406 int alpha; 2407 SkXfermode::Mode mode; 2408 getAlphaAndMode(paint, &alpha, &mode); 2409 2410 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 2411 2412 if (mSnapshot->transform->isPureTranslate()) { 2413 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2414 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2415 2416 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2417 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2418 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2419 } else { 2420 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2421 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2422 GL_TRIANGLE_STRIP, gMeshCount); 2423 } 2424} 2425 2426void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2427 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2428 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2429 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2430} 2431 2432void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2433 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2434 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2435 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2436 2437 setupDraw(); 2438 setupDrawWithTexture(); 2439 setupDrawColor(alpha, alpha, alpha, alpha); 2440 setupDrawColorFilter(); 2441 setupDrawBlending(blend, mode, swapSrcDst); 2442 setupDrawProgram(); 2443 if (!dirty) { 2444 setupDrawDirtyRegionsDisabled(); 2445 } 2446 if (!ignoreScale) { 2447 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2448 } else { 2449 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2450 } 2451 setupDrawPureColorUniforms(); 2452 setupDrawColorFilterUniforms(); 2453 setupDrawTexture(texture); 2454 setupDrawMesh(vertices, texCoords, vbo); 2455 2456 glDrawArrays(drawMode, 0, elementsCount); 2457 2458 finishDrawTexture(); 2459} 2460 2461void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2462 ProgramDescription& description, bool swapSrcDst) { 2463 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2464 if (blend) { 2465 if (mode < SkXfermode::kPlus_Mode) { 2466 if (!mCaches.blend) { 2467 glEnable(GL_BLEND); 2468 } 2469 2470 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2471 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2472 2473 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2474 glBlendFunc(sourceMode, destMode); 2475 mCaches.lastSrcMode = sourceMode; 2476 mCaches.lastDstMode = destMode; 2477 } 2478 } else { 2479 // These blend modes are not supported by OpenGL directly and have 2480 // to be implemented using shaders. Since the shader will perform 2481 // the blending, turn blending off here 2482 if (mCaches.extensions.hasFramebufferFetch()) { 2483 description.framebufferMode = mode; 2484 description.swapSrcDst = swapSrcDst; 2485 } 2486 2487 if (mCaches.blend) { 2488 glDisable(GL_BLEND); 2489 } 2490 blend = false; 2491 } 2492 } else if (mCaches.blend) { 2493 glDisable(GL_BLEND); 2494 } 2495 mCaches.blend = blend; 2496} 2497 2498bool OpenGLRenderer::useProgram(Program* program) { 2499 if (!program->isInUse()) { 2500 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2501 program->use(); 2502 mCaches.currentProgram = program; 2503 return false; 2504 } 2505 return true; 2506} 2507 2508void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2509 TextureVertex* v = &mMeshVertices[0]; 2510 TextureVertex::setUV(v++, u1, v1); 2511 TextureVertex::setUV(v++, u2, v1); 2512 TextureVertex::setUV(v++, u1, v2); 2513 TextureVertex::setUV(v++, u2, v2); 2514} 2515 2516void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2517 if (paint) { 2518 if (!mCaches.extensions.hasFramebufferFetch()) { 2519 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 2520 if (!isMode) { 2521 // Assume SRC_OVER 2522 *mode = SkXfermode::kSrcOver_Mode; 2523 } 2524 } else { 2525 *mode = getXfermode(paint->getXfermode()); 2526 } 2527 2528 // Skia draws using the color's alpha channel if < 255 2529 // Otherwise, it uses the paint's alpha 2530 int color = paint->getColor(); 2531 *alpha = (color >> 24) & 0xFF; 2532 if (*alpha == 255) { 2533 *alpha = paint->getAlpha(); 2534 } 2535 } else { 2536 *mode = SkXfermode::kSrcOver_Mode; 2537 *alpha = 255; 2538 } 2539} 2540 2541SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 2542 SkXfermode::Mode resultMode; 2543 if (!SkXfermode::AsMode(mode, &resultMode)) { 2544 resultMode = SkXfermode::kSrcOver_Mode; 2545 } 2546 return resultMode; 2547} 2548 2549void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) { 2550 bool bound = false; 2551 if (wrapS != texture->wrapS) { 2552 glBindTexture(GL_TEXTURE_2D, texture->id); 2553 bound = true; 2554 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 2555 texture->wrapS = wrapS; 2556 } 2557 if (wrapT != texture->wrapT) { 2558 if (!bound) { 2559 glBindTexture(GL_TEXTURE_2D, texture->id); 2560 } 2561 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 2562 texture->wrapT = wrapT; 2563 } 2564} 2565 2566}; // namespace uirenderer 2567}; // namespace android 2568