OpenGLRenderer.cpp revision 9e08012869f77f212186a5d5856831a85fb73d40
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkPathMeasure.h> 25#include <SkTypeface.h> 26 27#include <utils/Log.h> 28#include <utils/StopWatch.h> 29 30#include <private/hwui/DrawGlInfo.h> 31 32#include <ui/Rect.h> 33 34#include "OpenGLRenderer.h" 35#include "DisplayListRenderer.h" 36#include "Vector.h" 37 38namespace android { 39namespace uirenderer { 40 41/////////////////////////////////////////////////////////////////////////////// 42// Defines 43/////////////////////////////////////////////////////////////////////////////// 44 45#define RAD_TO_DEG (180.0f / 3.14159265f) 46#define MIN_ANGLE 0.001f 47 48// TODO: This should be set in properties 49#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 50 51#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 52 53/////////////////////////////////////////////////////////////////////////////// 54// Globals 55/////////////////////////////////////////////////////////////////////////////// 56 57/** 58 * Structure mapping Skia xfermodes to OpenGL blending factors. 59 */ 60struct Blender { 61 SkXfermode::Mode mode; 62 GLenum src; 63 GLenum dst; 64}; // struct Blender 65 66// In this array, the index of each Blender equals the value of the first 67// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 68static const Blender gBlends[] = { 69 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 70 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 71 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 72 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 73 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 74 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 75 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 76 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 77 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 78 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 79 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 80 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 81 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 82 { SkXfermode::kMultiply_Mode, GL_ZERO, GL_SRC_COLOR }, 83 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 84}; 85 86// This array contains the swapped version of each SkXfermode. For instance 87// this array's SrcOver blending mode is actually DstOver. You can refer to 88// createLayer() for more information on the purpose of this array. 89static const Blender gBlendsSwap[] = { 90 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 91 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 92 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 93 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 94 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 95 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 96 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 97 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 98 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 99 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 100 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 101 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 102 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 103 { SkXfermode::kMultiply_Mode, GL_DST_COLOR, GL_ZERO }, 104 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 105}; 106 107/////////////////////////////////////////////////////////////////////////////// 108// Constructors/destructor 109/////////////////////////////////////////////////////////////////////////////// 110 111OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 112 mShader = NULL; 113 mColorFilter = NULL; 114 mHasShadow = false; 115 mHasDrawFilter = false; 116 117 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 118 119 mFirstSnapshot = new Snapshot; 120} 121 122OpenGLRenderer::~OpenGLRenderer() { 123 // The context has already been destroyed at this point, do not call 124 // GL APIs. All GL state should be kept in Caches.h 125} 126 127/////////////////////////////////////////////////////////////////////////////// 128// Debug 129/////////////////////////////////////////////////////////////////////////////// 130 131void OpenGLRenderer::startMark(const char* name) const { 132 mCaches.startMark(0, name); 133} 134 135void OpenGLRenderer::endMark() const { 136 mCaches.endMark(); 137} 138 139/////////////////////////////////////////////////////////////////////////////// 140// Setup 141/////////////////////////////////////////////////////////////////////////////// 142 143uint32_t OpenGLRenderer::getStencilSize() { 144 return STENCIL_BUFFER_SIZE; 145} 146 147bool OpenGLRenderer::isDeferred() { 148 return false; 149} 150 151void OpenGLRenderer::setViewport(int width, int height) { 152 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 153 154 mWidth = width; 155 mHeight = height; 156 157 mFirstSnapshot->height = height; 158 mFirstSnapshot->viewport.set(0, 0, width, height); 159 160 glDisable(GL_DITHER); 161 glEnable(GL_SCISSOR_TEST); 162 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 163 164 glEnableVertexAttribArray(Program::kBindingPosition); 165} 166 167void OpenGLRenderer::prepare(bool opaque) { 168 prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 169} 170 171void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 172 mCaches.clearGarbage(); 173 174 mSnapshot = new Snapshot(mFirstSnapshot, 175 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 176 mSnapshot->fbo = getTargetFbo(); 177 mSaveCount = 1; 178 179 glViewport(0, 0, mWidth, mHeight); 180 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 181 182 mSnapshot->setClip(left, top, right, bottom); 183 mDirtyClip = false; 184 185 if (!opaque) { 186 glClear(GL_COLOR_BUFFER_BIT); 187 } 188} 189 190void OpenGLRenderer::finish() { 191#if DEBUG_OPENGL 192 GLenum status = GL_NO_ERROR; 193 while ((status = glGetError()) != GL_NO_ERROR) { 194 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 195 switch (status) { 196 case GL_INVALID_ENUM: 197 ALOGE(" GL_INVALID_ENUM"); 198 break; 199 case GL_INVALID_VALUE: 200 ALOGE(" GL_INVALID_VALUE"); 201 break; 202 case GL_INVALID_OPERATION: 203 ALOGE(" GL_INVALID_OPERATION"); 204 break; 205 case GL_OUT_OF_MEMORY: 206 ALOGE(" Out of memory!"); 207 break; 208 } 209 } 210#endif 211#if DEBUG_MEMORY_USAGE 212 mCaches.dumpMemoryUsage(); 213#else 214 if (mCaches.getDebugLevel() & kDebugMemory) { 215 mCaches.dumpMemoryUsage(); 216 } 217#endif 218} 219 220void OpenGLRenderer::interrupt() { 221 if (mCaches.currentProgram) { 222 if (mCaches.currentProgram->isInUse()) { 223 mCaches.currentProgram->remove(); 224 mCaches.currentProgram = NULL; 225 } 226 } 227 mCaches.unbindMeshBuffer(); 228 mCaches.unbindIndicesBuffer(); 229 mCaches.resetVertexPointers(); 230 mCaches.disbaleTexCoordsVertexArray(); 231} 232 233void OpenGLRenderer::resume() { 234 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 235 236 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 237 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 238 239 glEnable(GL_SCISSOR_TEST); 240 mCaches.resetScissor(); 241 dirtyClip(); 242 243 mCaches.activeTexture(0); 244 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 245 246 mCaches.blend = true; 247 glEnable(GL_BLEND); 248 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 249 glBlendEquation(GL_FUNC_ADD); 250} 251 252void OpenGLRenderer::detachFunctor(Functor* functor) { 253 mFunctors.remove(functor); 254} 255 256void OpenGLRenderer::attachFunctor(Functor* functor) { 257 mFunctors.add(functor); 258} 259 260status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 261 status_t result = DrawGlInfo::kStatusDone; 262 size_t count = mFunctors.size(); 263 264 if (count > 0) { 265 SortedVector<Functor*> functors(mFunctors); 266 mFunctors.clear(); 267 268 DrawGlInfo info; 269 info.clipLeft = 0; 270 info.clipTop = 0; 271 info.clipRight = 0; 272 info.clipBottom = 0; 273 info.isLayer = false; 274 info.width = 0; 275 info.height = 0; 276 memset(info.transform, 0, sizeof(float) * 16); 277 278 for (size_t i = 0; i < count; i++) { 279 Functor* f = functors.itemAt(i); 280 result |= (*f)(DrawGlInfo::kModeProcess, &info); 281 282 if (result & DrawGlInfo::kStatusDraw) { 283 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 284 dirty.unionWith(localDirty); 285 } 286 287 if (result & DrawGlInfo::kStatusInvoke) { 288 mFunctors.add(f); 289 } 290 } 291 } 292 293 // Restore state possibly changed by the functors in process mode 294 GLboolean value; 295 glGetBooleanv(GL_BLEND, &value); 296 mCaches.blend = value; 297 298 mCaches.activeTexture(0); 299 300 return result; 301} 302 303status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 304 interrupt(); 305 detachFunctor(functor); 306 307 if (mDirtyClip) { 308 setScissorFromClip(); 309 } 310 311 Rect clip(*mSnapshot->clipRect); 312 clip.snapToPixelBoundaries(); 313 314#if RENDER_LAYERS_AS_REGIONS 315 // Since we don't know what the functor will draw, let's dirty 316 // tne entire clip region 317 if (hasLayer()) { 318 dirtyLayerUnchecked(clip, getRegion()); 319 } 320#endif 321 322 DrawGlInfo info; 323 info.clipLeft = clip.left; 324 info.clipTop = clip.top; 325 info.clipRight = clip.right; 326 info.clipBottom = clip.bottom; 327 info.isLayer = hasLayer(); 328 info.width = getSnapshot()->viewport.getWidth(); 329 info.height = getSnapshot()->height; 330 getSnapshot()->transform->copyTo(&info.transform[0]); 331 332 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info); 333 334 if (result != DrawGlInfo::kStatusDone) { 335 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 336 dirty.unionWith(localDirty); 337 338 if (result & DrawGlInfo::kStatusInvoke) { 339 mFunctors.add(functor); 340 } 341 } 342 343 resume(); 344 return result; 345} 346 347/////////////////////////////////////////////////////////////////////////////// 348// State management 349/////////////////////////////////////////////////////////////////////////////// 350 351int OpenGLRenderer::getSaveCount() const { 352 return mSaveCount; 353} 354 355int OpenGLRenderer::save(int flags) { 356 return saveSnapshot(flags); 357} 358 359void OpenGLRenderer::restore() { 360 if (mSaveCount > 1) { 361 restoreSnapshot(); 362 } 363} 364 365void OpenGLRenderer::restoreToCount(int saveCount) { 366 if (saveCount < 1) saveCount = 1; 367 368 while (mSaveCount > saveCount) { 369 restoreSnapshot(); 370 } 371} 372 373int OpenGLRenderer::saveSnapshot(int flags) { 374 mSnapshot = new Snapshot(mSnapshot, flags); 375 return mSaveCount++; 376} 377 378bool OpenGLRenderer::restoreSnapshot() { 379 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 380 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 381 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 382 383 sp<Snapshot> current = mSnapshot; 384 sp<Snapshot> previous = mSnapshot->previous; 385 386 if (restoreOrtho) { 387 Rect& r = previous->viewport; 388 glViewport(r.left, r.top, r.right, r.bottom); 389 mOrthoMatrix.load(current->orthoMatrix); 390 } 391 392 mSaveCount--; 393 mSnapshot = previous; 394 395 if (restoreClip) { 396 dirtyClip(); 397 } 398 399 if (restoreLayer) { 400 composeLayer(current, previous); 401 } 402 403 return restoreClip; 404} 405 406/////////////////////////////////////////////////////////////////////////////// 407// Layers 408/////////////////////////////////////////////////////////////////////////////// 409 410int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 411 SkPaint* p, int flags) { 412 const GLuint previousFbo = mSnapshot->fbo; 413 const int count = saveSnapshot(flags); 414 415 if (!mSnapshot->isIgnored()) { 416 int alpha = 255; 417 SkXfermode::Mode mode; 418 419 if (p) { 420 alpha = p->getAlpha(); 421 if (!mCaches.extensions.hasFramebufferFetch()) { 422 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 423 if (!isMode) { 424 // Assume SRC_OVER 425 mode = SkXfermode::kSrcOver_Mode; 426 } 427 } else { 428 mode = getXfermode(p->getXfermode()); 429 } 430 } else { 431 mode = SkXfermode::kSrcOver_Mode; 432 } 433 434 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 435 } 436 437 return count; 438} 439 440int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 441 int alpha, int flags) { 442 if (alpha >= 255 - ALPHA_THRESHOLD) { 443 return saveLayer(left, top, right, bottom, NULL, flags); 444 } else { 445 SkPaint paint; 446 paint.setAlpha(alpha); 447 return saveLayer(left, top, right, bottom, &paint, flags); 448 } 449} 450 451/** 452 * Layers are viewed by Skia are slightly different than layers in image editing 453 * programs (for instance.) When a layer is created, previously created layers 454 * and the frame buffer still receive every drawing command. For instance, if a 455 * layer is created and a shape intersecting the bounds of the layers and the 456 * framebuffer is draw, the shape will be drawn on both (unless the layer was 457 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 458 * 459 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 460 * texture. Unfortunately, this is inefficient as it requires every primitive to 461 * be drawn n + 1 times, where n is the number of active layers. In practice this 462 * means, for every primitive: 463 * - Switch active frame buffer 464 * - Change viewport, clip and projection matrix 465 * - Issue the drawing 466 * 467 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 468 * To avoid this, layers are implemented in a different way here, at least in the 469 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 470 * is set. When this flag is set we can redirect all drawing operations into a 471 * single FBO. 472 * 473 * This implementation relies on the frame buffer being at least RGBA 8888. When 474 * a layer is created, only a texture is created, not an FBO. The content of the 475 * frame buffer contained within the layer's bounds is copied into this texture 476 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 477 * buffer and drawing continues as normal. This technique therefore treats the 478 * frame buffer as a scratch buffer for the layers. 479 * 480 * To compose the layers back onto the frame buffer, each layer texture 481 * (containing the original frame buffer data) is drawn as a simple quad over 482 * the frame buffer. The trick is that the quad is set as the composition 483 * destination in the blending equation, and the frame buffer becomes the source 484 * of the composition. 485 * 486 * Drawing layers with an alpha value requires an extra step before composition. 487 * An empty quad is drawn over the layer's region in the frame buffer. This quad 488 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 489 * quad is used to multiply the colors in the frame buffer. This is achieved by 490 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 491 * GL_ZERO, GL_SRC_ALPHA. 492 * 493 * Because glCopyTexImage2D() can be slow, an alternative implementation might 494 * be use to draw a single clipped layer. The implementation described above 495 * is correct in every case. 496 * 497 * (1) The frame buffer is actually not cleared right away. To allow the GPU 498 * to potentially optimize series of calls to glCopyTexImage2D, the frame 499 * buffer is left untouched until the first drawing operation. Only when 500 * something actually gets drawn are the layers regions cleared. 501 */ 502bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 503 float right, float bottom, int alpha, SkXfermode::Mode mode, 504 int flags, GLuint previousFbo) { 505 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 506 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 507 508 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 509 510 // Window coordinates of the layer 511 Rect bounds(left, top, right, bottom); 512 if (!fboLayer) { 513 mSnapshot->transform->mapRect(bounds); 514 515 // Layers only make sense if they are in the framebuffer's bounds 516 if (bounds.intersect(*snapshot->clipRect)) { 517 // We cannot work with sub-pixels in this case 518 bounds.snapToPixelBoundaries(); 519 520 // When the layer is not an FBO, we may use glCopyTexImage so we 521 // need to make sure the layer does not extend outside the bounds 522 // of the framebuffer 523 if (!bounds.intersect(snapshot->previous->viewport)) { 524 bounds.setEmpty(); 525 } 526 } else { 527 bounds.setEmpty(); 528 } 529 } 530 531 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 532 bounds.getHeight() > mCaches.maxTextureSize) { 533 snapshot->empty = fboLayer; 534 } else { 535 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 536 } 537 538 // Bail out if we won't draw in this snapshot 539 if (snapshot->invisible || snapshot->empty) { 540 return false; 541 } 542 543 mCaches.activeTexture(0); 544 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 545 if (!layer) { 546 return false; 547 } 548 549 layer->setAlpha(alpha, mode); 550 layer->layer.set(bounds); 551 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 552 bounds.getWidth() / float(layer->getWidth()), 0.0f); 553 layer->setColorFilter(mColorFilter); 554 layer->setBlend(true); 555 556 // Save the layer in the snapshot 557 snapshot->flags |= Snapshot::kFlagIsLayer; 558 snapshot->layer = layer; 559 560 if (fboLayer) { 561 return createFboLayer(layer, bounds, snapshot, previousFbo); 562 } else { 563 // Copy the framebuffer into the layer 564 layer->bindTexture(); 565 if (!bounds.isEmpty()) { 566 if (layer->isEmpty()) { 567 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 568 bounds.left, snapshot->height - bounds.bottom, 569 layer->getWidth(), layer->getHeight(), 0); 570 layer->setEmpty(false); 571 } else { 572 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 573 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 574 } 575 576 // Enqueue the buffer coordinates to clear the corresponding region later 577 mLayers.push(new Rect(bounds)); 578 } 579 } 580 581 return true; 582} 583 584bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 585 GLuint previousFbo) { 586 layer->setFbo(mCaches.fboCache.get()); 587 588#if RENDER_LAYERS_AS_REGIONS 589 snapshot->region = &snapshot->layer->region; 590 snapshot->flags |= Snapshot::kFlagFboTarget; 591#endif 592 593 Rect clip(bounds); 594 snapshot->transform->mapRect(clip); 595 clip.intersect(*snapshot->clipRect); 596 clip.snapToPixelBoundaries(); 597 clip.intersect(snapshot->previous->viewport); 598 599 mat4 inverse; 600 inverse.loadInverse(*mSnapshot->transform); 601 602 inverse.mapRect(clip); 603 clip.snapToPixelBoundaries(); 604 clip.intersect(bounds); 605 clip.translate(-bounds.left, -bounds.top); 606 607 snapshot->flags |= Snapshot::kFlagIsFboLayer; 608 snapshot->fbo = layer->getFbo(); 609 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 610 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 611 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 612 snapshot->height = bounds.getHeight(); 613 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 614 snapshot->orthoMatrix.load(mOrthoMatrix); 615 616 // Bind texture to FBO 617 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 618 layer->bindTexture(); 619 620 // Initialize the texture if needed 621 if (layer->isEmpty()) { 622 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 623 layer->setEmpty(false); 624 } 625 626 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 627 layer->getTexture(), 0); 628 629#if DEBUG_LAYERS_AS_REGIONS 630 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 631 if (status != GL_FRAMEBUFFER_COMPLETE) { 632 ALOGE("Framebuffer incomplete (GL error code 0x%x)", status); 633 634 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 635 layer->deleteTexture(); 636 mCaches.fboCache.put(layer->getFbo()); 637 638 delete layer; 639 640 return false; 641 } 642#endif 643 644 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 645 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 646 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 647 glClear(GL_COLOR_BUFFER_BIT); 648 649 dirtyClip(); 650 651 // Change the ortho projection 652 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 653 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 654 655 return true; 656} 657 658/** 659 * Read the documentation of createLayer() before doing anything in this method. 660 */ 661void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 662 if (!current->layer) { 663 ALOGE("Attempting to compose a layer that does not exist"); 664 return; 665 } 666 667 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 668 669 if (fboLayer) { 670 // Detach the texture from the FBO 671 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 672 673 // Unbind current FBO and restore previous one 674 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 675 } 676 677 Layer* layer = current->layer; 678 const Rect& rect = layer->layer; 679 680 if (!fboLayer && layer->getAlpha() < 255) { 681 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 682 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 683 // Required below, composeLayerRect() will divide by 255 684 layer->setAlpha(255); 685 } 686 687 mCaches.unbindMeshBuffer(); 688 689 mCaches.activeTexture(0); 690 691 // When the layer is stored in an FBO, we can save a bit of fillrate by 692 // drawing only the dirty region 693 if (fboLayer) { 694 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 695 if (layer->getColorFilter()) { 696 setupColorFilter(layer->getColorFilter()); 697 } 698 composeLayerRegion(layer, rect); 699 if (layer->getColorFilter()) { 700 resetColorFilter(); 701 } 702 } else if (!rect.isEmpty()) { 703 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 704 composeLayerRect(layer, rect, true); 705 } 706 707 if (fboLayer) { 708 // Note: No need to use glDiscardFramebufferEXT() since we never 709 // create/compose layers that are not on screen with this 710 // code path 711 // See LayerRenderer::destroyLayer(Layer*) 712 713 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 714 mCaches.fboCache.put(current->fbo); 715 layer->setFbo(0); 716 } 717 718 dirtyClip(); 719 720 // Failing to add the layer to the cache should happen only if the layer is too large 721 if (!mCaches.layerCache.put(layer)) { 722 LAYER_LOGD("Deleting layer"); 723 layer->deleteTexture(); 724 delete layer; 725 } 726} 727 728void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 729 float alpha = layer->getAlpha() / 255.0f; 730 731 mat4& transform = layer->getTransform(); 732 if (!transform.isIdentity()) { 733 save(0); 734 mSnapshot->transform->multiply(transform); 735 } 736 737 setupDraw(); 738 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 739 setupDrawWithTexture(); 740 } else { 741 setupDrawWithExternalTexture(); 742 } 743 setupDrawTextureTransform(); 744 setupDrawColor(alpha, alpha, alpha, alpha); 745 setupDrawColorFilter(); 746 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 747 setupDrawProgram(); 748 setupDrawPureColorUniforms(); 749 setupDrawColorFilterUniforms(); 750 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 751 setupDrawTexture(layer->getTexture()); 752 } else { 753 setupDrawExternalTexture(layer->getTexture()); 754 } 755 if (mSnapshot->transform->isPureTranslate() && 756 layer->getWidth() == (uint32_t) rect.getWidth() && 757 layer->getHeight() == (uint32_t) rect.getHeight()) { 758 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 759 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 760 761 layer->setFilter(GL_NEAREST); 762 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 763 } else { 764 layer->setFilter(GL_LINEAR); 765 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 766 } 767 setupDrawTextureTransformUniforms(layer->getTexTransform()); 768 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 769 770 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 771 772 finishDrawTexture(); 773 774 if (!transform.isIdentity()) { 775 restore(); 776 } 777} 778 779void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 780 if (!layer->isTextureLayer()) { 781 const Rect& texCoords = layer->texCoords; 782 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 783 texCoords.right, texCoords.bottom); 784 785 float x = rect.left; 786 float y = rect.top; 787 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 788 layer->getWidth() == (uint32_t) rect.getWidth() && 789 layer->getHeight() == (uint32_t) rect.getHeight(); 790 791 if (simpleTransform) { 792 // When we're swapping, the layer is already in screen coordinates 793 if (!swap) { 794 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 795 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 796 } 797 798 layer->setFilter(GL_NEAREST, true); 799 } else { 800 layer->setFilter(GL_LINEAR, true); 801 } 802 803 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 804 layer->getTexture(), layer->getAlpha() / 255.0f, 805 layer->getMode(), layer->isBlend(), 806 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 807 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 808 809 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 810 } else { 811 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 812 drawTextureLayer(layer, rect); 813 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 814 } 815} 816 817void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 818#if RENDER_LAYERS_AS_REGIONS 819 if (layer->region.isRect()) { 820 layer->setRegionAsRect(); 821 822 composeLayerRect(layer, layer->regionRect); 823 824 layer->region.clear(); 825 return; 826 } 827 828 // TODO: See LayerRenderer.cpp::generateMesh() for important 829 // information about this implementation 830 if (CC_LIKELY(!layer->region.isEmpty())) { 831 size_t count; 832 const android::Rect* rects = layer->region.getArray(&count); 833 834 const float alpha = layer->getAlpha() / 255.0f; 835 const float texX = 1.0f / float(layer->getWidth()); 836 const float texY = 1.0f / float(layer->getHeight()); 837 const float height = rect.getHeight(); 838 839 TextureVertex* mesh = mCaches.getRegionMesh(); 840 GLsizei numQuads = 0; 841 842 setupDraw(); 843 setupDrawWithTexture(); 844 setupDrawColor(alpha, alpha, alpha, alpha); 845 setupDrawColorFilter(); 846 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 847 setupDrawProgram(); 848 setupDrawDirtyRegionsDisabled(); 849 setupDrawPureColorUniforms(); 850 setupDrawColorFilterUniforms(); 851 setupDrawTexture(layer->getTexture()); 852 if (mSnapshot->transform->isPureTranslate()) { 853 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 854 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 855 856 layer->setFilter(GL_NEAREST); 857 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 858 } else { 859 layer->setFilter(GL_LINEAR); 860 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 861 } 862 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 863 864 for (size_t i = 0; i < count; i++) { 865 const android::Rect* r = &rects[i]; 866 867 const float u1 = r->left * texX; 868 const float v1 = (height - r->top) * texY; 869 const float u2 = r->right * texX; 870 const float v2 = (height - r->bottom) * texY; 871 872 // TODO: Reject quads outside of the clip 873 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 874 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 875 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 876 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 877 878 numQuads++; 879 880 if (numQuads >= REGION_MESH_QUAD_COUNT) { 881 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 882 numQuads = 0; 883 mesh = mCaches.getRegionMesh(); 884 } 885 } 886 887 if (numQuads > 0) { 888 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 889 } 890 891 finishDrawTexture(); 892 893#if DEBUG_LAYERS_AS_REGIONS 894 drawRegionRects(layer->region); 895#endif 896 897 layer->region.clear(); 898 } 899#else 900 composeLayerRect(layer, rect); 901#endif 902} 903 904void OpenGLRenderer::drawRegionRects(const Region& region) { 905#if DEBUG_LAYERS_AS_REGIONS 906 size_t count; 907 const android::Rect* rects = region.getArray(&count); 908 909 uint32_t colors[] = { 910 0x7fff0000, 0x7f00ff00, 911 0x7f0000ff, 0x7fff00ff, 912 }; 913 914 int offset = 0; 915 int32_t top = rects[0].top; 916 917 for (size_t i = 0; i < count; i++) { 918 if (top != rects[i].top) { 919 offset ^= 0x2; 920 top = rects[i].top; 921 } 922 923 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 924 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 925 SkXfermode::kSrcOver_Mode); 926 } 927#endif 928} 929 930void OpenGLRenderer::dirtyLayer(const float left, const float top, 931 const float right, const float bottom, const mat4 transform) { 932#if RENDER_LAYERS_AS_REGIONS 933 if (hasLayer()) { 934 Rect bounds(left, top, right, bottom); 935 transform.mapRect(bounds); 936 dirtyLayerUnchecked(bounds, getRegion()); 937 } 938#endif 939} 940 941void OpenGLRenderer::dirtyLayer(const float left, const float top, 942 const float right, const float bottom) { 943#if RENDER_LAYERS_AS_REGIONS 944 if (hasLayer()) { 945 Rect bounds(left, top, right, bottom); 946 dirtyLayerUnchecked(bounds, getRegion()); 947 } 948#endif 949} 950 951void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 952#if RENDER_LAYERS_AS_REGIONS 953 if (bounds.intersect(*mSnapshot->clipRect)) { 954 bounds.snapToPixelBoundaries(); 955 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 956 if (!dirty.isEmpty()) { 957 region->orSelf(dirty); 958 } 959 } 960#endif 961} 962 963void OpenGLRenderer::clearLayerRegions() { 964 const size_t count = mLayers.size(); 965 if (count == 0) return; 966 967 if (!mSnapshot->isIgnored()) { 968 // Doing several glScissor/glClear here can negatively impact 969 // GPUs with a tiler architecture, instead we draw quads with 970 // the Clear blending mode 971 972 // The list contains bounds that have already been clipped 973 // against their initial clip rect, and the current clip 974 // is likely different so we need to disable clipping here 975 glDisable(GL_SCISSOR_TEST); 976 977 Vertex mesh[count * 6]; 978 Vertex* vertex = mesh; 979 980 for (uint32_t i = 0; i < count; i++) { 981 Rect* bounds = mLayers.itemAt(i); 982 983 Vertex::set(vertex++, bounds->left, bounds->bottom); 984 Vertex::set(vertex++, bounds->left, bounds->top); 985 Vertex::set(vertex++, bounds->right, bounds->top); 986 Vertex::set(vertex++, bounds->left, bounds->bottom); 987 Vertex::set(vertex++, bounds->right, bounds->top); 988 Vertex::set(vertex++, bounds->right, bounds->bottom); 989 990 delete bounds; 991 } 992 993 setupDraw(false); 994 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 995 setupDrawBlending(true, SkXfermode::kClear_Mode); 996 setupDrawProgram(); 997 setupDrawPureColorUniforms(); 998 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 999 setupDrawVertices(&mesh[0].position[0]); 1000 1001 glDrawArrays(GL_TRIANGLES, 0, count * 6); 1002 1003 glEnable(GL_SCISSOR_TEST); 1004 } else { 1005 for (uint32_t i = 0; i < count; i++) { 1006 delete mLayers.itemAt(i); 1007 } 1008 } 1009 1010 mLayers.clear(); 1011} 1012 1013/////////////////////////////////////////////////////////////////////////////// 1014// Transforms 1015/////////////////////////////////////////////////////////////////////////////// 1016 1017void OpenGLRenderer::translate(float dx, float dy) { 1018 mSnapshot->transform->translate(dx, dy, 0.0f); 1019} 1020 1021void OpenGLRenderer::rotate(float degrees) { 1022 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 1023} 1024 1025void OpenGLRenderer::scale(float sx, float sy) { 1026 mSnapshot->transform->scale(sx, sy, 1.0f); 1027} 1028 1029void OpenGLRenderer::skew(float sx, float sy) { 1030 mSnapshot->transform->skew(sx, sy); 1031} 1032 1033void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1034 if (matrix) { 1035 mSnapshot->transform->load(*matrix); 1036 } else { 1037 mSnapshot->transform->loadIdentity(); 1038 } 1039} 1040 1041void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1042 mSnapshot->transform->copyTo(*matrix); 1043} 1044 1045void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1046 SkMatrix transform; 1047 mSnapshot->transform->copyTo(transform); 1048 transform.preConcat(*matrix); 1049 mSnapshot->transform->load(transform); 1050} 1051 1052/////////////////////////////////////////////////////////////////////////////// 1053// Clipping 1054/////////////////////////////////////////////////////////////////////////////// 1055 1056void OpenGLRenderer::setScissorFromClip() { 1057 Rect clip(*mSnapshot->clipRect); 1058 clip.snapToPixelBoundaries(); 1059 1060 mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1061 clip.getWidth(), clip.getHeight()); 1062 1063 mDirtyClip = false; 1064} 1065 1066const Rect& OpenGLRenderer::getClipBounds() { 1067 return mSnapshot->getLocalClip(); 1068} 1069 1070bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1071 if (mSnapshot->isIgnored()) { 1072 return true; 1073 } 1074 1075 Rect r(left, top, right, bottom); 1076 mSnapshot->transform->mapRect(r); 1077 r.snapToPixelBoundaries(); 1078 1079 Rect clipRect(*mSnapshot->clipRect); 1080 clipRect.snapToPixelBoundaries(); 1081 1082 return !clipRect.intersects(r); 1083} 1084 1085bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1086 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1087 if (clipped) { 1088 dirtyClip(); 1089 } 1090 return !mSnapshot->clipRect->isEmpty(); 1091} 1092 1093Rect* OpenGLRenderer::getClipRect() { 1094 return mSnapshot->clipRect; 1095} 1096 1097/////////////////////////////////////////////////////////////////////////////// 1098// Drawing commands 1099/////////////////////////////////////////////////////////////////////////////// 1100 1101void OpenGLRenderer::setupDraw(bool clear) { 1102 if (clear) clearLayerRegions(); 1103 if (mDirtyClip) { 1104 setScissorFromClip(); 1105 } 1106 mDescription.reset(); 1107 mSetShaderColor = false; 1108 mColorSet = false; 1109 mColorA = mColorR = mColorG = mColorB = 0.0f; 1110 mTextureUnit = 0; 1111 mTrackDirtyRegions = true; 1112} 1113 1114void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1115 mDescription.hasTexture = true; 1116 mDescription.hasAlpha8Texture = isAlpha8; 1117} 1118 1119void OpenGLRenderer::setupDrawWithExternalTexture() { 1120 mDescription.hasExternalTexture = true; 1121} 1122 1123void OpenGLRenderer::setupDrawNoTexture() { 1124 mCaches.disbaleTexCoordsVertexArray(); 1125} 1126 1127void OpenGLRenderer::setupDrawAALine() { 1128 mDescription.isAA = true; 1129} 1130 1131void OpenGLRenderer::setupDrawPoint(float pointSize) { 1132 mDescription.isPoint = true; 1133 mDescription.pointSize = pointSize; 1134} 1135 1136void OpenGLRenderer::setupDrawColor(int color) { 1137 setupDrawColor(color, (color >> 24) & 0xFF); 1138} 1139 1140void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1141 mColorA = alpha / 255.0f; 1142 mColorA *= mSnapshot->alpha; 1143 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1144 // the rgb values by a instead of also dividing by 255 1145 const float a = mColorA / 255.0f; 1146 mColorR = a * ((color >> 16) & 0xFF); 1147 mColorG = a * ((color >> 8) & 0xFF); 1148 mColorB = a * ((color ) & 0xFF); 1149 mColorSet = true; 1150 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1151} 1152 1153void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1154 mColorA = alpha / 255.0f; 1155 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1156 // the rgb values by a instead of also dividing by 255 1157 const float a = mColorA / 255.0f; 1158 mColorR = a * ((color >> 16) & 0xFF); 1159 mColorG = a * ((color >> 8) & 0xFF); 1160 mColorB = a * ((color ) & 0xFF); 1161 mColorSet = true; 1162 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1163} 1164 1165void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1166 mColorA = a; 1167 mColorR = r; 1168 mColorG = g; 1169 mColorB = b; 1170 mColorSet = true; 1171 mSetShaderColor = mDescription.setColor(r, g, b, a); 1172} 1173 1174void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 1175 mColorA = a; 1176 mColorR = r; 1177 mColorG = g; 1178 mColorB = b; 1179 mColorSet = true; 1180 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 1181} 1182 1183void OpenGLRenderer::setupDrawShader() { 1184 if (mShader) { 1185 mShader->describe(mDescription, mCaches.extensions); 1186 } 1187} 1188 1189void OpenGLRenderer::setupDrawColorFilter() { 1190 if (mColorFilter) { 1191 mColorFilter->describe(mDescription, mCaches.extensions); 1192 } 1193} 1194 1195void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1196 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1197 mColorA = 1.0f; 1198 mColorR = mColorG = mColorB = 0.0f; 1199 mSetShaderColor = mDescription.modulate = true; 1200 } 1201} 1202 1203void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1204 // When the blending mode is kClear_Mode, we need to use a modulate color 1205 // argb=1,0,0,0 1206 accountForClear(mode); 1207 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1208 mDescription, swapSrcDst); 1209} 1210 1211void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1212 // When the blending mode is kClear_Mode, we need to use a modulate color 1213 // argb=1,0,0,0 1214 accountForClear(mode); 1215 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1216 mDescription, swapSrcDst); 1217} 1218 1219void OpenGLRenderer::setupDrawProgram() { 1220 useProgram(mCaches.programCache.get(mDescription)); 1221} 1222 1223void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1224 mTrackDirtyRegions = false; 1225} 1226 1227void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1228 bool ignoreTransform) { 1229 mModelView.loadTranslate(left, top, 0.0f); 1230 if (!ignoreTransform) { 1231 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1232 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1233 } else { 1234 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1235 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1236 } 1237} 1238 1239void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1240 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1241} 1242 1243void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1244 bool ignoreTransform, bool ignoreModelView) { 1245 if (!ignoreModelView) { 1246 mModelView.loadTranslate(left, top, 0.0f); 1247 mModelView.scale(right - left, bottom - top, 1.0f); 1248 } else { 1249 mModelView.loadIdentity(); 1250 } 1251 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1252 if (!ignoreTransform) { 1253 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1254 if (mTrackDirtyRegions && dirty) { 1255 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1256 } 1257 } else { 1258 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1259 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1260 } 1261} 1262 1263void OpenGLRenderer::setupDrawPointUniforms() { 1264 int slot = mCaches.currentProgram->getUniform("pointSize"); 1265 glUniform1f(slot, mDescription.pointSize); 1266} 1267 1268void OpenGLRenderer::setupDrawColorUniforms() { 1269 if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) { 1270 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1271 } 1272} 1273 1274void OpenGLRenderer::setupDrawPureColorUniforms() { 1275 if (mSetShaderColor) { 1276 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1277 } 1278} 1279 1280void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1281 if (mShader) { 1282 if (ignoreTransform) { 1283 mModelView.loadInverse(*mSnapshot->transform); 1284 } 1285 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1286 } 1287} 1288 1289void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1290 if (mShader) { 1291 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1292 } 1293} 1294 1295void OpenGLRenderer::setupDrawColorFilterUniforms() { 1296 if (mColorFilter) { 1297 mColorFilter->setupProgram(mCaches.currentProgram); 1298 } 1299} 1300 1301void OpenGLRenderer::setupDrawSimpleMesh() { 1302 bool force = mCaches.bindMeshBuffer(); 1303 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0); 1304 mCaches.unbindIndicesBuffer(); 1305} 1306 1307void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1308 bindTexture(texture); 1309 mTextureUnit++; 1310 mCaches.enableTexCoordsVertexArray(); 1311} 1312 1313void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1314 bindExternalTexture(texture); 1315 mTextureUnit++; 1316 mCaches.enableTexCoordsVertexArray(); 1317} 1318 1319void OpenGLRenderer::setupDrawTextureTransform() { 1320 mDescription.hasTextureTransform = true; 1321} 1322 1323void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1324 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1325 GL_FALSE, &transform.data[0]); 1326} 1327 1328void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1329 bool force = false; 1330 if (!vertices) { 1331 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1332 } else { 1333 force = mCaches.unbindMeshBuffer(); 1334 } 1335 1336 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1337 if (mCaches.currentProgram->texCoords >= 0) { 1338 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1339 } 1340 1341 mCaches.unbindIndicesBuffer(); 1342} 1343 1344void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1345 bool force = mCaches.unbindMeshBuffer(); 1346 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1347 if (mCaches.currentProgram->texCoords >= 0) { 1348 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1349 } 1350} 1351 1352void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1353 bool force = mCaches.unbindMeshBuffer(); 1354 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1355 vertices, gVertexStride); 1356 mCaches.unbindIndicesBuffer(); 1357} 1358 1359/** 1360 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1361 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1362 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1363 * attributes (one per vertex) are values from zero to one that tells the fragment 1364 * shader where the fragment is in relation to the line width/length overall; these values are 1365 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1366 * region of the line. 1367 * Note that we only pass down the width values in this setup function. The length coordinates 1368 * are set up for each individual segment. 1369 */ 1370void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1371 GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) { 1372 bool force = mCaches.unbindMeshBuffer(); 1373 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1374 vertices, gAAVertexStride); 1375 mCaches.resetTexCoordsVertexPointer(); 1376 mCaches.unbindIndicesBuffer(); 1377 1378 widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1379 glEnableVertexAttribArray(widthSlot); 1380 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1381 1382 lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1383 glEnableVertexAttribArray(lengthSlot); 1384 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1385 1386 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1387 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1388 1389 // Setting the inverse value saves computations per-fragment in the shader 1390 int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1391 glUniform1f(inverseBoundaryWidthSlot, 1.0f / boundaryWidthProportion); 1392} 1393 1394void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) { 1395 glDisableVertexAttribArray(widthSlot); 1396 glDisableVertexAttribArray(lengthSlot); 1397} 1398 1399void OpenGLRenderer::finishDrawTexture() { 1400} 1401 1402/////////////////////////////////////////////////////////////////////////////// 1403// Drawing 1404/////////////////////////////////////////////////////////////////////////////// 1405 1406status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, 1407 Rect& dirty, int32_t flags, uint32_t level) { 1408 1409 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1410 // will be performed by the display list itself 1411 if (displayList && displayList->isRenderable()) { 1412 return displayList->replay(*this, dirty, flags, level); 1413 } 1414 1415 return DrawGlInfo::kStatusDone; 1416} 1417 1418void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1419 if (displayList) { 1420 displayList->output(*this, level); 1421 } 1422} 1423 1424void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1425 int alpha; 1426 SkXfermode::Mode mode; 1427 getAlphaAndMode(paint, &alpha, &mode); 1428 1429 float x = left; 1430 float y = top; 1431 1432 GLenum filter = GL_LINEAR; 1433 bool ignoreTransform = false; 1434 if (mSnapshot->transform->isPureTranslate()) { 1435 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1436 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1437 ignoreTransform = true; 1438 filter = GL_NEAREST; 1439 } else { 1440 filter = FILTER(paint); 1441 } 1442 1443 setupDraw(); 1444 setupDrawWithTexture(true); 1445 if (paint) { 1446 setupDrawAlpha8Color(paint->getColor(), alpha); 1447 } 1448 setupDrawColorFilter(); 1449 setupDrawShader(); 1450 setupDrawBlending(true, mode); 1451 setupDrawProgram(); 1452 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1453 1454 setupDrawTexture(texture->id); 1455 texture->setWrap(GL_CLAMP_TO_EDGE); 1456 texture->setFilter(filter); 1457 1458 setupDrawPureColorUniforms(); 1459 setupDrawColorFilterUniforms(); 1460 setupDrawShaderUniforms(); 1461 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1462 1463 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1464 1465 finishDrawTexture(); 1466} 1467 1468void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1469 const float right = left + bitmap->width(); 1470 const float bottom = top + bitmap->height(); 1471 1472 if (quickReject(left, top, right, bottom)) { 1473 return; 1474 } 1475 1476 mCaches.activeTexture(0); 1477 Texture* texture = mCaches.textureCache.get(bitmap); 1478 if (!texture) return; 1479 const AutoTexture autoCleanup(texture); 1480 1481 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1482 drawAlphaBitmap(texture, left, top, paint); 1483 } else { 1484 drawTextureRect(left, top, right, bottom, texture, paint); 1485 } 1486} 1487 1488void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1489 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1490 const mat4 transform(*matrix); 1491 transform.mapRect(r); 1492 1493 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1494 return; 1495 } 1496 1497 mCaches.activeTexture(0); 1498 Texture* texture = mCaches.textureCache.get(bitmap); 1499 if (!texture) return; 1500 const AutoTexture autoCleanup(texture); 1501 1502 // This could be done in a cheaper way, all we need is pass the matrix 1503 // to the vertex shader. The save/restore is a bit overkill. 1504 save(SkCanvas::kMatrix_SaveFlag); 1505 concatMatrix(matrix); 1506 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1507 restore(); 1508} 1509 1510void OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1511 const float right = left + bitmap->width(); 1512 const float bottom = top + bitmap->height(); 1513 1514 if (quickReject(left, top, right, bottom)) { 1515 return; 1516 } 1517 1518 mCaches.activeTexture(0); 1519 Texture* texture = mCaches.textureCache.getTransient(bitmap); 1520 const AutoTexture autoCleanup(texture); 1521 1522 drawTextureRect(left, top, right, bottom, texture, paint); 1523} 1524 1525void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1526 float* vertices, int* colors, SkPaint* paint) { 1527 // TODO: Do a quickReject 1528 if (!vertices || mSnapshot->isIgnored()) { 1529 return; 1530 } 1531 1532 mCaches.activeTexture(0); 1533 Texture* texture = mCaches.textureCache.get(bitmap); 1534 if (!texture) return; 1535 const AutoTexture autoCleanup(texture); 1536 1537 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1538 texture->setFilter(FILTER(paint), true); 1539 1540 int alpha; 1541 SkXfermode::Mode mode; 1542 getAlphaAndMode(paint, &alpha, &mode); 1543 1544 const uint32_t count = meshWidth * meshHeight * 6; 1545 1546 float left = FLT_MAX; 1547 float top = FLT_MAX; 1548 float right = FLT_MIN; 1549 float bottom = FLT_MIN; 1550 1551#if RENDER_LAYERS_AS_REGIONS 1552 const bool hasActiveLayer = hasLayer(); 1553#else 1554 const bool hasActiveLayer = false; 1555#endif 1556 1557 // TODO: Support the colors array 1558 TextureVertex mesh[count]; 1559 TextureVertex* vertex = mesh; 1560 for (int32_t y = 0; y < meshHeight; y++) { 1561 for (int32_t x = 0; x < meshWidth; x++) { 1562 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1563 1564 float u1 = float(x) / meshWidth; 1565 float u2 = float(x + 1) / meshWidth; 1566 float v1 = float(y) / meshHeight; 1567 float v2 = float(y + 1) / meshHeight; 1568 1569 int ax = i + (meshWidth + 1) * 2; 1570 int ay = ax + 1; 1571 int bx = i; 1572 int by = bx + 1; 1573 int cx = i + 2; 1574 int cy = cx + 1; 1575 int dx = i + (meshWidth + 1) * 2 + 2; 1576 int dy = dx + 1; 1577 1578 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1579 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1580 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1581 1582 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1583 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1584 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1585 1586#if RENDER_LAYERS_AS_REGIONS 1587 if (hasActiveLayer) { 1588 // TODO: This could be optimized to avoid unnecessary ops 1589 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1590 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1591 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1592 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1593 } 1594#endif 1595 } 1596 } 1597 1598#if RENDER_LAYERS_AS_REGIONS 1599 if (hasActiveLayer) { 1600 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1601 } 1602#endif 1603 1604 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1605 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1606 GL_TRIANGLES, count, false, false, 0, false, false); 1607} 1608 1609void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1610 float srcLeft, float srcTop, float srcRight, float srcBottom, 1611 float dstLeft, float dstTop, float dstRight, float dstBottom, 1612 SkPaint* paint) { 1613 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1614 return; 1615 } 1616 1617 mCaches.activeTexture(0); 1618 Texture* texture = mCaches.textureCache.get(bitmap); 1619 if (!texture) return; 1620 const AutoTexture autoCleanup(texture); 1621 1622 const float width = texture->width; 1623 const float height = texture->height; 1624 1625 const float u1 = fmax(0.0f, srcLeft / width); 1626 const float v1 = fmax(0.0f, srcTop / height); 1627 const float u2 = fmin(1.0f, srcRight / width); 1628 const float v2 = fmin(1.0f, srcBottom / height); 1629 1630 mCaches.unbindMeshBuffer(); 1631 resetDrawTextureTexCoords(u1, v1, u2, v2); 1632 1633 int alpha; 1634 SkXfermode::Mode mode; 1635 getAlphaAndMode(paint, &alpha, &mode); 1636 1637 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1638 1639 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 1640 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1641 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1642 1643 GLenum filter = GL_NEAREST; 1644 // Enable linear filtering if the source rectangle is scaled 1645 if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) { 1646 filter = FILTER(paint); 1647 } 1648 1649 texture->setFilter(filter, true); 1650 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1651 texture->id, alpha / 255.0f, mode, texture->blend, 1652 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1653 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1654 } else { 1655 texture->setFilter(FILTER(paint), true); 1656 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1657 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1658 GL_TRIANGLE_STRIP, gMeshCount); 1659 } 1660 1661 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1662} 1663 1664void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1665 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1666 float left, float top, float right, float bottom, SkPaint* paint) { 1667 if (quickReject(left, top, right, bottom)) { 1668 return; 1669 } 1670 1671 mCaches.activeTexture(0); 1672 Texture* texture = mCaches.textureCache.get(bitmap); 1673 if (!texture) return; 1674 const AutoTexture autoCleanup(texture); 1675 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1676 texture->setFilter(GL_LINEAR, true); 1677 1678 int alpha; 1679 SkXfermode::Mode mode; 1680 getAlphaAndMode(paint, &alpha, &mode); 1681 1682 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1683 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1684 1685 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 1686 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1687#if RENDER_LAYERS_AS_REGIONS 1688 // Mark the current layer dirty where we are going to draw the patch 1689 if (hasLayer() && mesh->hasEmptyQuads) { 1690 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1691 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1692 const size_t count = mesh->quads.size(); 1693 for (size_t i = 0; i < count; i++) { 1694 const Rect& bounds = mesh->quads.itemAt(i); 1695 if (CC_LIKELY(pureTranslate)) { 1696 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1697 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1698 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1699 } else { 1700 dirtyLayer(left + bounds.left, top + bounds.top, 1701 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1702 } 1703 } 1704 } 1705#endif 1706 1707 if (CC_LIKELY(pureTranslate)) { 1708 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1709 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1710 1711 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1712 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1713 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1714 true, !mesh->hasEmptyQuads); 1715 } else { 1716 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1717 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1718 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1719 true, !mesh->hasEmptyQuads); 1720 } 1721 } 1722} 1723 1724/** 1725 * This function uses a similar approach to that of AA lines in the drawLines() function. 1726 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment 1727 * shader to compute the translucency of the color, determined by whether a given pixel is 1728 * within that boundary region and how far into the region it is. 1729 */ 1730void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom, 1731 int color, SkXfermode::Mode mode) { 1732 float inverseScaleX = 1.0f; 1733 float inverseScaleY = 1.0f; 1734 // The quad that we use needs to account for scaling. 1735 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 1736 Matrix4 *mat = mSnapshot->transform; 1737 float m00 = mat->data[Matrix4::kScaleX]; 1738 float m01 = mat->data[Matrix4::kSkewY]; 1739 float m02 = mat->data[2]; 1740 float m10 = mat->data[Matrix4::kSkewX]; 1741 float m11 = mat->data[Matrix4::kScaleX]; 1742 float m12 = mat->data[6]; 1743 float scaleX = sqrt(m00 * m00 + m01 * m01); 1744 float scaleY = sqrt(m10 * m10 + m11 * m11); 1745 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1746 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1747 } 1748 1749 setupDraw(); 1750 setupDrawNoTexture(); 1751 setupDrawAALine(); 1752 setupDrawColor(color); 1753 setupDrawColorFilter(); 1754 setupDrawShader(); 1755 setupDrawBlending(true, mode); 1756 setupDrawProgram(); 1757 setupDrawModelViewIdentity(true); 1758 setupDrawColorUniforms(); 1759 setupDrawColorFilterUniforms(); 1760 setupDrawShaderIdentityUniforms(); 1761 1762 AAVertex rects[4]; 1763 AAVertex* aaVertices = &rects[0]; 1764 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1765 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1766 1767 float boundarySizeX = .5 * inverseScaleX; 1768 float boundarySizeY = .5 * inverseScaleY; 1769 1770 // Adjust the rect by the AA boundary padding 1771 left -= boundarySizeX; 1772 right += boundarySizeX; 1773 top -= boundarySizeY; 1774 bottom += boundarySizeY; 1775 1776 float width = right - left; 1777 float height = bottom - top; 1778 1779 int widthSlot; 1780 int lengthSlot; 1781 1782 float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0; 1783 float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0; 1784 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, 1785 boundaryWidthProportion, widthSlot, lengthSlot); 1786 1787 int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1788 int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1789 glUniform1f(boundaryLengthSlot, boundaryHeightProportion); 1790 glUniform1f(inverseBoundaryLengthSlot, (1.0f / boundaryHeightProportion)); 1791 1792 if (!quickReject(left, top, right, bottom)) { 1793 AAVertex::set(aaVertices++, left, bottom, 1, 1); 1794 AAVertex::set(aaVertices++, left, top, 1, 0); 1795 AAVertex::set(aaVertices++, right, bottom, 0, 1); 1796 AAVertex::set(aaVertices++, right, top, 0, 0); 1797 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1798 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 1799 } 1800 1801 finishDrawAALine(widthSlot, lengthSlot); 1802} 1803 1804/** 1805 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1806 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1807 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1808 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 1809 * of the line. Hairlines are more involved because we need to account for transform scaling 1810 * to end up with a one-pixel-wide line in screen space.. 1811 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 1812 * in combination with values that we calculate and pass down in this method. The basic approach 1813 * is that the quad we create contains both the core line area plus a bounding area in which 1814 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 1815 * proportion of the width and the length of a given segment is represented by the boundary 1816 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 1817 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 1818 * on the inside). This ends up giving the result we want, with pixels that are completely 1819 * 'inside' the line area being filled opaquely and the other pixels being filled according to 1820 * how far into the boundary region they are, which is determined by shader interpolation. 1821 */ 1822void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1823 if (mSnapshot->isIgnored()) return; 1824 1825 const bool isAA = paint->isAntiAlias(); 1826 // We use half the stroke width here because we're going to position the quad 1827 // corner vertices half of the width away from the line endpoints 1828 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 1829 // A stroke width of 0 has a special meaning in Skia: 1830 // it draws a line 1 px wide regardless of current transform 1831 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1832 1833 float inverseScaleX = 1.0f; 1834 float inverseScaleY = 1.0f; 1835 bool scaled = false; 1836 1837 int alpha; 1838 SkXfermode::Mode mode; 1839 1840 int generatedVerticesCount = 0; 1841 int verticesCount = count; 1842 if (count > 4) { 1843 // Polyline: account for extra vertices needed for continuous tri-strip 1844 verticesCount += (count - 4); 1845 } 1846 1847 if (isHairLine || isAA) { 1848 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 1849 // the line on the screen should always be one pixel wide regardless of scale. For 1850 // AA lines, we only want one pixel of translucent boundary around the quad. 1851 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 1852 Matrix4 *mat = mSnapshot->transform; 1853 float m00 = mat->data[Matrix4::kScaleX]; 1854 float m01 = mat->data[Matrix4::kSkewY]; 1855 float m02 = mat->data[2]; 1856 float m10 = mat->data[Matrix4::kSkewX]; 1857 float m11 = mat->data[Matrix4::kScaleX]; 1858 float m12 = mat->data[6]; 1859 1860 float scaleX = sqrtf(m00 * m00 + m01 * m01); 1861 float scaleY = sqrtf(m10 * m10 + m11 * m11); 1862 1863 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1864 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1865 1866 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 1867 scaled = true; 1868 } 1869 } 1870 } 1871 1872 getAlphaAndMode(paint, &alpha, &mode); 1873 setupDraw(); 1874 setupDrawNoTexture(); 1875 if (isAA) { 1876 setupDrawAALine(); 1877 } 1878 setupDrawColor(paint->getColor(), alpha); 1879 setupDrawColorFilter(); 1880 setupDrawShader(); 1881 setupDrawBlending(isAA, mode); 1882 setupDrawProgram(); 1883 setupDrawModelViewIdentity(true); 1884 setupDrawColorUniforms(); 1885 setupDrawColorFilterUniforms(); 1886 setupDrawShaderIdentityUniforms(); 1887 1888 if (isHairLine) { 1889 // Set a real stroke width to be used in quad construction 1890 halfStrokeWidth = isAA? 1 : .5; 1891 } else if (isAA && !scaled) { 1892 // Expand boundary to enable AA calculations on the quad border 1893 halfStrokeWidth += .5f; 1894 } 1895 1896 int widthSlot; 1897 int lengthSlot; 1898 1899 Vertex lines[verticesCount]; 1900 Vertex* vertices = &lines[0]; 1901 1902 AAVertex wLines[verticesCount]; 1903 AAVertex* aaVertices = &wLines[0]; 1904 1905 if (CC_UNLIKELY(!isAA)) { 1906 setupDrawVertices(vertices); 1907 } else { 1908 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1909 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1910 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 1911 // AA stroke width (the base stroke width expanded by a half pixel on either side). 1912 // This value is used in the fragment shader to determine how to fill fragments. 1913 // We will need to calculate the actual width proportion on each segment for 1914 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 1915 float boundaryWidthProportion = 1 / (2 * halfStrokeWidth); 1916 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, 1917 boundaryWidthProportion, widthSlot, lengthSlot); 1918 } 1919 1920 AAVertex* prevAAVertex = NULL; 1921 Vertex* prevVertex = NULL; 1922 1923 int boundaryLengthSlot = -1; 1924 int inverseBoundaryLengthSlot = -1; 1925 int boundaryWidthSlot = -1; 1926 int inverseBoundaryWidthSlot = -1; 1927 1928 for (int i = 0; i < count; i += 4) { 1929 // a = start point, b = end point 1930 vec2 a(points[i], points[i + 1]); 1931 vec2 b(points[i + 2], points[i + 3]); 1932 1933 float length = 0; 1934 float boundaryLengthProportion = 0; 1935 float boundaryWidthProportion = 0; 1936 1937 // Find the normal to the line 1938 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 1939 if (isHairLine) { 1940 if (isAA) { 1941 float wideningFactor; 1942 if (fabs(n.x) >= fabs(n.y)) { 1943 wideningFactor = fabs(1.0f / n.x); 1944 } else { 1945 wideningFactor = fabs(1.0f / n.y); 1946 } 1947 n *= wideningFactor; 1948 } 1949 1950 if (scaled) { 1951 n.x *= inverseScaleX; 1952 n.y *= inverseScaleY; 1953 } 1954 } else if (scaled) { 1955 // Extend n by .5 pixel on each side, post-transform 1956 vec2 extendedN = n.copyNormalized(); 1957 extendedN /= 2; 1958 extendedN.x *= inverseScaleX; 1959 extendedN.y *= inverseScaleY; 1960 1961 float extendedNLength = extendedN.length(); 1962 // We need to set this value on the shader prior to drawing 1963 boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength); 1964 n += extendedN; 1965 } 1966 1967 float x = n.x; 1968 n.x = -n.y; 1969 n.y = x; 1970 1971 // aa lines expand the endpoint vertices to encompass the AA boundary 1972 if (isAA) { 1973 vec2 abVector = (b - a); 1974 length = abVector.length(); 1975 abVector.normalize(); 1976 1977 if (scaled) { 1978 abVector.x *= inverseScaleX; 1979 abVector.y *= inverseScaleY; 1980 float abLength = abVector.length(); 1981 boundaryLengthProportion = abLength / (length + abLength); 1982 } else { 1983 boundaryLengthProportion = .5 / (length + 1); 1984 } 1985 1986 abVector /= 2; 1987 a -= abVector; 1988 b += abVector; 1989 } 1990 1991 // Four corners of the rectangle defining a thick line 1992 vec2 p1 = a - n; 1993 vec2 p2 = a + n; 1994 vec2 p3 = b + n; 1995 vec2 p4 = b - n; 1996 1997 1998 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1999 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 2000 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 2001 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 2002 2003 if (!quickReject(left, top, right, bottom)) { 2004 if (!isAA) { 2005 if (prevVertex != NULL) { 2006 // Issue two repeat vertices to create degenerate triangles to bridge 2007 // between the previous line and the new one. This is necessary because 2008 // we are creating a single triangle_strip which will contain 2009 // potentially discontinuous line segments. 2010 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 2011 Vertex::set(vertices++, p1.x, p1.y); 2012 generatedVerticesCount += 2; 2013 } 2014 2015 Vertex::set(vertices++, p1.x, p1.y); 2016 Vertex::set(vertices++, p2.x, p2.y); 2017 Vertex::set(vertices++, p4.x, p4.y); 2018 Vertex::set(vertices++, p3.x, p3.y); 2019 2020 prevVertex = vertices - 1; 2021 generatedVerticesCount += 4; 2022 } else { 2023 if (!isHairLine && scaled) { 2024 // Must set width proportions per-segment for scaled non-hairlines to use the 2025 // correct AA boundary dimensions 2026 if (boundaryWidthSlot < 0) { 2027 boundaryWidthSlot = 2028 mCaches.currentProgram->getUniform("boundaryWidth"); 2029 inverseBoundaryWidthSlot = 2030 mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 2031 } 2032 2033 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 2034 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 2035 } 2036 2037 if (boundaryLengthSlot < 0) { 2038 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 2039 inverseBoundaryLengthSlot = 2040 mCaches.currentProgram->getUniform("inverseBoundaryLength"); 2041 } 2042 2043 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 2044 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion)); 2045 2046 if (prevAAVertex != NULL) { 2047 // Issue two repeat vertices to create degenerate triangles to bridge 2048 // between the previous line and the new one. This is necessary because 2049 // we are creating a single triangle_strip which will contain 2050 // potentially discontinuous line segments. 2051 AAVertex::set(aaVertices++,prevAAVertex->position[0], 2052 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 2053 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2054 generatedVerticesCount += 2; 2055 } 2056 2057 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2058 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 2059 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 2060 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 2061 2062 prevAAVertex = aaVertices - 1; 2063 generatedVerticesCount += 4; 2064 } 2065 2066 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 2067 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 2068 *mSnapshot->transform); 2069 } 2070 } 2071 2072 if (generatedVerticesCount > 0) { 2073 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 2074 } 2075 2076 if (isAA) { 2077 finishDrawAALine(widthSlot, lengthSlot); 2078 } 2079} 2080 2081void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2082 if (mSnapshot->isIgnored()) return; 2083 2084 // TODO: The paint's cap style defines whether the points are square or circular 2085 // TODO: Handle AA for round points 2086 2087 // A stroke width of 0 has a special meaning in Skia: 2088 // it draws an unscaled 1px point 2089 float strokeWidth = paint->getStrokeWidth(); 2090 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 2091 if (isHairLine) { 2092 // Now that we know it's hairline, we can set the effective width, to be used later 2093 strokeWidth = 1.0f; 2094 } 2095 const float halfWidth = strokeWidth / 2; 2096 int alpha; 2097 SkXfermode::Mode mode; 2098 getAlphaAndMode(paint, &alpha, &mode); 2099 2100 int verticesCount = count >> 1; 2101 int generatedVerticesCount = 0; 2102 2103 TextureVertex pointsData[verticesCount]; 2104 TextureVertex* vertex = &pointsData[0]; 2105 2106 setupDraw(); 2107 setupDrawNoTexture(); 2108 setupDrawPoint(strokeWidth); 2109 setupDrawColor(paint->getColor(), alpha); 2110 setupDrawColorFilter(); 2111 setupDrawShader(); 2112 setupDrawBlending(mode); 2113 setupDrawProgram(); 2114 setupDrawModelViewIdentity(true); 2115 setupDrawColorUniforms(); 2116 setupDrawColorFilterUniforms(); 2117 setupDrawPointUniforms(); 2118 setupDrawShaderIdentityUniforms(); 2119 setupDrawMesh(vertex); 2120 2121 for (int i = 0; i < count; i += 2) { 2122 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 2123 generatedVerticesCount++; 2124 2125 float left = points[i] - halfWidth; 2126 float right = points[i] + halfWidth; 2127 float top = points[i + 1] - halfWidth; 2128 float bottom = points [i + 1] + halfWidth; 2129 2130 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 2131 } 2132 2133 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 2134} 2135 2136void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2137 // No need to check against the clip, we fill the clip region 2138 if (mSnapshot->isIgnored()) return; 2139 2140 Rect& clip(*mSnapshot->clipRect); 2141 clip.snapToPixelBoundaries(); 2142 2143 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2144} 2145 2146void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 2147 if (!texture) return; 2148 const AutoTexture autoCleanup(texture); 2149 2150 const float x = left + texture->left - texture->offset; 2151 const float y = top + texture->top - texture->offset; 2152 2153 drawPathTexture(texture, x, y, paint); 2154} 2155 2156void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2157 float rx, float ry, SkPaint* paint) { 2158 if (mSnapshot->isIgnored()) return; 2159 2160 mCaches.activeTexture(0); 2161 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 2162 right - left, bottom - top, rx, ry, paint); 2163 drawShape(left, top, texture, paint); 2164} 2165 2166void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 2167 if (mSnapshot->isIgnored()) return; 2168 2169 mCaches.activeTexture(0); 2170 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 2171 drawShape(x - radius, y - radius, texture, paint); 2172} 2173 2174void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 2175 if (mSnapshot->isIgnored()) return; 2176 2177 mCaches.activeTexture(0); 2178 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 2179 drawShape(left, top, texture, paint); 2180} 2181 2182void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2183 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 2184 if (mSnapshot->isIgnored()) return; 2185 2186 if (fabs(sweepAngle) >= 360.0f) { 2187 drawOval(left, top, right, bottom, paint); 2188 return; 2189 } 2190 2191 mCaches.activeTexture(0); 2192 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2193 startAngle, sweepAngle, useCenter, paint); 2194 drawShape(left, top, texture, paint); 2195} 2196 2197void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 2198 SkPaint* paint) { 2199 if (mSnapshot->isIgnored()) return; 2200 2201 mCaches.activeTexture(0); 2202 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 2203 drawShape(left, top, texture, paint); 2204} 2205 2206void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2207 if (p->getStyle() != SkPaint::kFill_Style) { 2208 drawRectAsShape(left, top, right, bottom, p); 2209 return; 2210 } 2211 2212 if (quickReject(left, top, right, bottom)) { 2213 return; 2214 } 2215 2216 SkXfermode::Mode mode; 2217 if (!mCaches.extensions.hasFramebufferFetch()) { 2218 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 2219 if (!isMode) { 2220 // Assume SRC_OVER 2221 mode = SkXfermode::kSrcOver_Mode; 2222 } 2223 } else { 2224 mode = getXfermode(p->getXfermode()); 2225 } 2226 2227 int color = p->getColor(); 2228 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2229 drawAARect(left, top, right, bottom, color, mode); 2230 } else { 2231 drawColorRect(left, top, right, bottom, color, mode); 2232 } 2233} 2234 2235void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2236 const float* positions, SkPaint* paint) { 2237 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2238 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2239 return; 2240 } 2241 2242 // NOTE: Skia does not support perspective transform on drawPosText yet 2243 if (!mSnapshot->transform->isSimple()) { 2244 return; 2245 } 2246 2247 float x = 0.0f; 2248 float y = 0.0f; 2249 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2250 if (pureTranslate) { 2251 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2252 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2253 } 2254 2255 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2256 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2257 paint->getTextSize()); 2258 2259 int alpha; 2260 SkXfermode::Mode mode; 2261 getAlphaAndMode(paint, &alpha, &mode); 2262 2263 // Pick the appropriate texture filtering 2264 bool linearFilter = mSnapshot->transform->changesBounds(); 2265 if (pureTranslate && !linearFilter) { 2266 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2267 } 2268 2269 mCaches.activeTexture(0); 2270 setupDraw(); 2271 setupDrawDirtyRegionsDisabled(); 2272 setupDrawWithTexture(true); 2273 setupDrawAlpha8Color(paint->getColor(), alpha); 2274 setupDrawColorFilter(); 2275 setupDrawShader(); 2276 setupDrawBlending(true, mode); 2277 setupDrawProgram(); 2278 setupDrawModelView(x, y, x, y, pureTranslate, true); 2279 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2280 setupDrawPureColorUniforms(); 2281 setupDrawColorFilterUniforms(); 2282 setupDrawShaderUniforms(pureTranslate); 2283 2284 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2285 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2286 2287#if RENDER_LAYERS_AS_REGIONS 2288 const bool hasActiveLayer = hasLayer(); 2289#else 2290 const bool hasActiveLayer = false; 2291#endif 2292 2293 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2294 positions, hasActiveLayer ? &bounds : NULL)) { 2295#if RENDER_LAYERS_AS_REGIONS 2296 if (hasActiveLayer) { 2297 if (!pureTranslate) { 2298 mSnapshot->transform->mapRect(bounds); 2299 } 2300 dirtyLayerUnchecked(bounds, getRegion()); 2301 } 2302#endif 2303 } 2304} 2305 2306void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2307 float x, float y, SkPaint* paint, float length) { 2308 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2309 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2310 return; 2311 } 2312 2313 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2314 switch (paint->getTextAlign()) { 2315 case SkPaint::kCenter_Align: 2316 x -= length / 2.0f; 2317 break; 2318 case SkPaint::kRight_Align: 2319 x -= length; 2320 break; 2321 default: 2322 break; 2323 } 2324 2325 SkPaint::FontMetrics metrics; 2326 paint->getFontMetrics(&metrics, 0.0f); 2327 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2328 return; 2329 } 2330 2331 const float oldX = x; 2332 const float oldY = y; 2333 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2334 if (CC_LIKELY(pureTranslate)) { 2335 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2336 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2337 } 2338 2339#if DEBUG_GLYPHS 2340 ALOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface())); 2341#endif 2342 2343 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2344 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2345 paint->getTextSize()); 2346 2347 int alpha; 2348 SkXfermode::Mode mode; 2349 getAlphaAndMode(paint, &alpha, &mode); 2350 2351 if (CC_UNLIKELY(mHasShadow)) { 2352 mCaches.activeTexture(0); 2353 2354 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2355 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2356 paint, text, bytesCount, count, mShadowRadius); 2357 const AutoTexture autoCleanup(shadow); 2358 2359 const float sx = oldX - shadow->left + mShadowDx; 2360 const float sy = oldY - shadow->top + mShadowDy; 2361 2362 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 2363 int shadowColor = mShadowColor; 2364 if (mShader) { 2365 shadowColor = 0xffffffff; 2366 } 2367 2368 setupDraw(); 2369 setupDrawWithTexture(true); 2370 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2371 setupDrawColorFilter(); 2372 setupDrawShader(); 2373 setupDrawBlending(true, mode); 2374 setupDrawProgram(); 2375 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2376 setupDrawTexture(shadow->id); 2377 setupDrawPureColorUniforms(); 2378 setupDrawColorFilterUniforms(); 2379 setupDrawShaderUniforms(); 2380 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2381 2382 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2383 } 2384 2385 // Pick the appropriate texture filtering 2386 bool linearFilter = mSnapshot->transform->changesBounds(); 2387 if (pureTranslate && !linearFilter) { 2388 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2389 } 2390 2391 mCaches.activeTexture(0); 2392 setupDraw(); 2393 setupDrawDirtyRegionsDisabled(); 2394 setupDrawWithTexture(true); 2395 setupDrawAlpha8Color(paint->getColor(), alpha); 2396 setupDrawColorFilter(); 2397 setupDrawShader(); 2398 setupDrawBlending(true, mode); 2399 setupDrawProgram(); 2400 setupDrawModelView(x, y, x, y, pureTranslate, true); 2401 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2402 setupDrawPureColorUniforms(); 2403 setupDrawColorFilterUniforms(); 2404 setupDrawShaderUniforms(pureTranslate); 2405 2406 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2407 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2408 2409#if RENDER_LAYERS_AS_REGIONS 2410 const bool hasActiveLayer = hasLayer(); 2411#else 2412 const bool hasActiveLayer = false; 2413#endif 2414 2415 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 2416 hasActiveLayer ? &bounds : NULL)) { 2417#if RENDER_LAYERS_AS_REGIONS 2418 if (hasActiveLayer) { 2419 if (!pureTranslate) { 2420 mSnapshot->transform->mapRect(bounds); 2421 } 2422 dirtyLayerUnchecked(bounds, getRegion()); 2423 } 2424#endif 2425 } 2426 2427 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2428} 2429 2430void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2431 float hOffset, float vOffset, SkPaint* paint) { 2432 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2433 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2434 return; 2435 } 2436 2437 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2438 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2439 paint->getTextSize()); 2440 2441 int alpha; 2442 SkXfermode::Mode mode; 2443 getAlphaAndMode(paint, &alpha, &mode); 2444 2445 mCaches.activeTexture(0); 2446 setupDraw(); 2447 setupDrawDirtyRegionsDisabled(); 2448 setupDrawWithTexture(true); 2449 setupDrawAlpha8Color(paint->getColor(), alpha); 2450 setupDrawColorFilter(); 2451 setupDrawShader(); 2452 setupDrawBlending(true, mode); 2453 setupDrawProgram(); 2454 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2455 setupDrawTexture(fontRenderer.getTexture(true)); 2456 setupDrawPureColorUniforms(); 2457 setupDrawColorFilterUniforms(); 2458 setupDrawShaderUniforms(false); 2459 2460 const Rect* clip = &mSnapshot->getLocalClip(); 2461 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2462 2463#if RENDER_LAYERS_AS_REGIONS 2464 const bool hasActiveLayer = hasLayer(); 2465#else 2466 const bool hasActiveLayer = false; 2467#endif 2468 2469 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2470 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2471#if RENDER_LAYERS_AS_REGIONS 2472 if (hasActiveLayer) { 2473 mSnapshot->transform->mapRect(bounds); 2474 dirtyLayerUnchecked(bounds, getRegion()); 2475 } 2476#endif 2477 } 2478} 2479 2480void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2481 if (mSnapshot->isIgnored()) return; 2482 2483 mCaches.activeTexture(0); 2484 2485 // TODO: Perform early clip test before we rasterize the path 2486 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2487 if (!texture) return; 2488 const AutoTexture autoCleanup(texture); 2489 2490 const float x = texture->left - texture->offset; 2491 const float y = texture->top - texture->offset; 2492 2493 drawPathTexture(texture, x, y, paint); 2494} 2495 2496void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2497 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 2498 return; 2499 } 2500 2501 if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) { 2502 OpenGLRenderer* renderer = layer->renderer; 2503 Rect& dirty = layer->dirtyRect; 2504 2505 interrupt(); 2506 renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight()); 2507 renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend()); 2508 renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren); 2509 renderer->finish(); 2510 resume(); 2511 2512 dirty.setEmpty(); 2513 layer->deferredUpdateScheduled = false; 2514 layer->renderer = NULL; 2515 layer->displayList = NULL; 2516 } 2517 2518 mCaches.activeTexture(0); 2519 2520 int alpha; 2521 SkXfermode::Mode mode; 2522 getAlphaAndMode(paint, &alpha, &mode); 2523 2524 layer->setAlpha(alpha, mode); 2525 2526#if RENDER_LAYERS_AS_REGIONS 2527 if (CC_LIKELY(!layer->region.isEmpty())) { 2528 if (layer->region.isRect()) { 2529 composeLayerRect(layer, layer->regionRect); 2530 } else if (layer->mesh) { 2531 const float a = alpha / 255.0f; 2532 const Rect& rect = layer->layer; 2533 2534 setupDraw(); 2535 setupDrawWithTexture(); 2536 setupDrawColor(a, a, a, a); 2537 setupDrawColorFilter(); 2538 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2539 setupDrawProgram(); 2540 setupDrawPureColorUniforms(); 2541 setupDrawColorFilterUniforms(); 2542 setupDrawTexture(layer->getTexture()); 2543 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2544 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2545 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2546 2547 layer->setFilter(GL_NEAREST); 2548 setupDrawModelViewTranslate(x, y, 2549 x + layer->layer.getWidth(), y + layer->layer.getHeight(), true); 2550 } else { 2551 layer->setFilter(GL_LINEAR); 2552 setupDrawModelViewTranslate(x, y, 2553 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2554 } 2555 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2556 2557 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2558 GL_UNSIGNED_SHORT, layer->meshIndices); 2559 2560 finishDrawTexture(); 2561 2562#if DEBUG_LAYERS_AS_REGIONS 2563 drawRegionRects(layer->region); 2564#endif 2565 } 2566 } 2567#else 2568 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2569 composeLayerRect(layer, r); 2570#endif 2571} 2572 2573/////////////////////////////////////////////////////////////////////////////// 2574// Shaders 2575/////////////////////////////////////////////////////////////////////////////// 2576 2577void OpenGLRenderer::resetShader() { 2578 mShader = NULL; 2579} 2580 2581void OpenGLRenderer::setupShader(SkiaShader* shader) { 2582 mShader = shader; 2583 if (mShader) { 2584 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2585 } 2586} 2587 2588/////////////////////////////////////////////////////////////////////////////// 2589// Color filters 2590/////////////////////////////////////////////////////////////////////////////// 2591 2592void OpenGLRenderer::resetColorFilter() { 2593 mColorFilter = NULL; 2594} 2595 2596void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2597 mColorFilter = filter; 2598} 2599 2600/////////////////////////////////////////////////////////////////////////////// 2601// Drop shadow 2602/////////////////////////////////////////////////////////////////////////////// 2603 2604void OpenGLRenderer::resetShadow() { 2605 mHasShadow = false; 2606} 2607 2608void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2609 mHasShadow = true; 2610 mShadowRadius = radius; 2611 mShadowDx = dx; 2612 mShadowDy = dy; 2613 mShadowColor = color; 2614} 2615 2616/////////////////////////////////////////////////////////////////////////////// 2617// Draw filters 2618/////////////////////////////////////////////////////////////////////////////// 2619 2620void OpenGLRenderer::resetPaintFilter() { 2621 mHasDrawFilter = false; 2622} 2623 2624void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2625 mHasDrawFilter = true; 2626 mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 2627 mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 2628} 2629 2630SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 2631 if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint; 2632 2633 uint32_t flags = paint->getFlags(); 2634 2635 mFilteredPaint = *paint; 2636 mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits); 2637 2638 return &mFilteredPaint; 2639} 2640 2641/////////////////////////////////////////////////////////////////////////////// 2642// Drawing implementation 2643/////////////////////////////////////////////////////////////////////////////// 2644 2645void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2646 float x, float y, SkPaint* paint) { 2647 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2648 return; 2649 } 2650 2651 int alpha; 2652 SkXfermode::Mode mode; 2653 getAlphaAndMode(paint, &alpha, &mode); 2654 2655 setupDraw(); 2656 setupDrawWithTexture(true); 2657 setupDrawAlpha8Color(paint->getColor(), alpha); 2658 setupDrawColorFilter(); 2659 setupDrawShader(); 2660 setupDrawBlending(true, mode); 2661 setupDrawProgram(); 2662 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2663 setupDrawTexture(texture->id); 2664 setupDrawPureColorUniforms(); 2665 setupDrawColorFilterUniforms(); 2666 setupDrawShaderUniforms(); 2667 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2668 2669 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2670 2671 finishDrawTexture(); 2672} 2673 2674// Same values used by Skia 2675#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2676#define kStdUnderline_Offset (1.0f / 9.0f) 2677#define kStdUnderline_Thickness (1.0f / 18.0f) 2678 2679void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2680 float x, float y, SkPaint* paint) { 2681 // Handle underline and strike-through 2682 uint32_t flags = paint->getFlags(); 2683 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2684 SkPaint paintCopy(*paint); 2685 float underlineWidth = length; 2686 // If length is > 0.0f, we already measured the text for the text alignment 2687 if (length <= 0.0f) { 2688 underlineWidth = paintCopy.measureText(text, bytesCount); 2689 } 2690 2691 float offsetX = 0; 2692 switch (paintCopy.getTextAlign()) { 2693 case SkPaint::kCenter_Align: 2694 offsetX = underlineWidth * 0.5f; 2695 break; 2696 case SkPaint::kRight_Align: 2697 offsetX = underlineWidth; 2698 break; 2699 default: 2700 break; 2701 } 2702 2703 if (CC_LIKELY(underlineWidth > 0.0f)) { 2704 const float textSize = paintCopy.getTextSize(); 2705 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2706 2707 const float left = x - offsetX; 2708 float top = 0.0f; 2709 2710 int linesCount = 0; 2711 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2712 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2713 2714 const int pointsCount = 4 * linesCount; 2715 float points[pointsCount]; 2716 int currentPoint = 0; 2717 2718 if (flags & SkPaint::kUnderlineText_Flag) { 2719 top = y + textSize * kStdUnderline_Offset; 2720 points[currentPoint++] = left; 2721 points[currentPoint++] = top; 2722 points[currentPoint++] = left + underlineWidth; 2723 points[currentPoint++] = top; 2724 } 2725 2726 if (flags & SkPaint::kStrikeThruText_Flag) { 2727 top = y + textSize * kStdStrikeThru_Offset; 2728 points[currentPoint++] = left; 2729 points[currentPoint++] = top; 2730 points[currentPoint++] = left + underlineWidth; 2731 points[currentPoint++] = top; 2732 } 2733 2734 paintCopy.setStrokeWidth(strokeWidth); 2735 2736 drawLines(&points[0], pointsCount, &paintCopy); 2737 } 2738 } 2739} 2740 2741void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2742 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2743 // If a shader is set, preserve only the alpha 2744 if (mShader) { 2745 color |= 0x00ffffff; 2746 } 2747 2748 setupDraw(); 2749 setupDrawNoTexture(); 2750 setupDrawColor(color); 2751 setupDrawShader(); 2752 setupDrawColorFilter(); 2753 setupDrawBlending(mode); 2754 setupDrawProgram(); 2755 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2756 setupDrawColorUniforms(); 2757 setupDrawShaderUniforms(ignoreTransform); 2758 setupDrawColorFilterUniforms(); 2759 setupDrawSimpleMesh(); 2760 2761 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2762} 2763 2764void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2765 Texture* texture, SkPaint* paint) { 2766 int alpha; 2767 SkXfermode::Mode mode; 2768 getAlphaAndMode(paint, &alpha, &mode); 2769 2770 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2771 2772 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2773 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2774 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2775 2776 texture->setFilter(GL_NEAREST, true); 2777 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2778 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2779 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2780 } else { 2781 texture->setFilter(FILTER(paint), true); 2782 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2783 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2784 GL_TRIANGLE_STRIP, gMeshCount); 2785 } 2786} 2787 2788void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2789 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2790 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2791 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2792} 2793 2794void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2795 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2796 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2797 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2798 2799 setupDraw(); 2800 setupDrawWithTexture(); 2801 setupDrawColor(alpha, alpha, alpha, alpha); 2802 setupDrawColorFilter(); 2803 setupDrawBlending(blend, mode, swapSrcDst); 2804 setupDrawProgram(); 2805 if (!dirty) { 2806 setupDrawDirtyRegionsDisabled(); 2807 } 2808 if (!ignoreScale) { 2809 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2810 } else { 2811 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2812 } 2813 setupDrawPureColorUniforms(); 2814 setupDrawColorFilterUniforms(); 2815 setupDrawTexture(texture); 2816 setupDrawMesh(vertices, texCoords, vbo); 2817 2818 glDrawArrays(drawMode, 0, elementsCount); 2819 2820 finishDrawTexture(); 2821} 2822 2823void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2824 ProgramDescription& description, bool swapSrcDst) { 2825 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2826 2827 if (blend) { 2828 // These blend modes are not supported by OpenGL directly and have 2829 // to be implemented using shaders. Since the shader will perform 2830 // the blending, turn blending off here 2831 // If the blend mode cannot be implemented using shaders, fall 2832 // back to the default SrcOver blend mode instead 2833 if CC_UNLIKELY((mode > SkXfermode::kScreen_Mode)) { 2834 if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) { 2835 description.framebufferMode = mode; 2836 description.swapSrcDst = swapSrcDst; 2837 2838 if (mCaches.blend) { 2839 glDisable(GL_BLEND); 2840 mCaches.blend = false; 2841 } 2842 2843 return; 2844 } else { 2845 mode = SkXfermode::kSrcOver_Mode; 2846 } 2847 } 2848 2849 if (!mCaches.blend) { 2850 glEnable(GL_BLEND); 2851 } 2852 2853 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2854 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2855 2856 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2857 glBlendFunc(sourceMode, destMode); 2858 mCaches.lastSrcMode = sourceMode; 2859 mCaches.lastDstMode = destMode; 2860 } 2861 } else if (mCaches.blend) { 2862 glDisable(GL_BLEND); 2863 } 2864 mCaches.blend = blend; 2865} 2866 2867bool OpenGLRenderer::useProgram(Program* program) { 2868 if (!program->isInUse()) { 2869 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2870 program->use(); 2871 mCaches.currentProgram = program; 2872 return false; 2873 } 2874 return true; 2875} 2876 2877void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2878 TextureVertex* v = &mMeshVertices[0]; 2879 TextureVertex::setUV(v++, u1, v1); 2880 TextureVertex::setUV(v++, u2, v1); 2881 TextureVertex::setUV(v++, u1, v2); 2882 TextureVertex::setUV(v++, u2, v2); 2883} 2884 2885void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2886 if (paint) { 2887 *mode = getXfermode(paint->getXfermode()); 2888 2889 // Skia draws using the color's alpha channel if < 255 2890 // Otherwise, it uses the paint's alpha 2891 int color = paint->getColor(); 2892 *alpha = (color >> 24) & 0xFF; 2893 if (*alpha == 255) { 2894 *alpha = paint->getAlpha(); 2895 } 2896 } else { 2897 *mode = SkXfermode::kSrcOver_Mode; 2898 *alpha = 255; 2899 } 2900 *alpha *= mSnapshot->alpha; 2901} 2902 2903SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 2904 SkXfermode::Mode resultMode; 2905 if (!SkXfermode::AsMode(mode, &resultMode)) { 2906 resultMode = SkXfermode::kSrcOver_Mode; 2907 } 2908 return resultMode; 2909} 2910 2911}; // namespace uirenderer 2912}; // namespace android 2913