OpenGLRenderer.cpp revision a07105b7d2a27e6d69407bf96ddb773bddb5e553
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <ui/Rect.h> 30 31#include "OpenGLRenderer.h" 32#include "DisplayListRenderer.h" 33#include "Vector.h" 34 35namespace android { 36namespace uirenderer { 37 38/////////////////////////////////////////////////////////////////////////////// 39// Defines 40/////////////////////////////////////////////////////////////////////////////// 41 42#define RAD_TO_DEG (180.0f / 3.14159265f) 43#define MIN_ANGLE 0.001f 44 45// TODO: This should be set in properties 46#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 47 48/////////////////////////////////////////////////////////////////////////////// 49// Globals 50/////////////////////////////////////////////////////////////////////////////// 51 52/** 53 * Structure mapping Skia xfermodes to OpenGL blending factors. 54 */ 55struct Blender { 56 SkXfermode::Mode mode; 57 GLenum src; 58 GLenum dst; 59}; // struct Blender 60 61// In this array, the index of each Blender equals the value of the first 62// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 63static const Blender gBlends[] = { 64 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 65 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 66 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 67 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 68 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 69 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 70 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 71 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 72 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 73 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 74 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 75 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 76}; 77 78// This array contains the swapped version of each SkXfermode. For instance 79// this array's SrcOver blending mode is actually DstOver. You can refer to 80// createLayer() for more information on the purpose of this array. 81static const Blender gBlendsSwap[] = { 82 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 83 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 84 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 85 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 86 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 87 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 88 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 89 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 90 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 91 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 92 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 93 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 94}; 95 96static const GLenum gTextureUnits[] = { 97 GL_TEXTURE0, 98 GL_TEXTURE1, 99 GL_TEXTURE2 100}; 101 102/////////////////////////////////////////////////////////////////////////////// 103// Constructors/destructor 104/////////////////////////////////////////////////////////////////////////////// 105 106OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 107 mShader = NULL; 108 mColorFilter = NULL; 109 mHasShadow = false; 110 111 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 112 113 mFirstSnapshot = new Snapshot; 114} 115 116OpenGLRenderer::~OpenGLRenderer() { 117 // The context has already been destroyed at this point, do not call 118 // GL APIs. All GL state should be kept in Caches.h 119} 120 121/////////////////////////////////////////////////////////////////////////////// 122// Setup 123/////////////////////////////////////////////////////////////////////////////// 124 125void OpenGLRenderer::setViewport(int width, int height) { 126 glViewport(0, 0, width, height); 127 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 128 129 mWidth = width; 130 mHeight = height; 131 132 mFirstSnapshot->height = height; 133 mFirstSnapshot->viewport.set(0, 0, width, height); 134 135 mDirtyClip = false; 136} 137 138void OpenGLRenderer::prepare(bool opaque) { 139 mCaches.clearGarbage(); 140 141 mSnapshot = new Snapshot(mFirstSnapshot, 142 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 143 mSaveCount = 1; 144 145 glViewport(0, 0, mWidth, mHeight); 146 147 glDisable(GL_DITHER); 148 149 if (!opaque) { 150 glDisable(GL_SCISSOR_TEST); 151 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 152 glClear(GL_COLOR_BUFFER_BIT); 153 } 154 155 glEnable(GL_SCISSOR_TEST); 156 glScissor(0, 0, mWidth, mHeight); 157 mSnapshot->setClip(0.0f, 0.0f, mWidth, mHeight); 158} 159 160void OpenGLRenderer::finish() { 161#if DEBUG_OPENGL 162 GLenum status = GL_NO_ERROR; 163 while ((status = glGetError()) != GL_NO_ERROR) { 164 LOGD("GL error from OpenGLRenderer: 0x%x", status); 165 switch (status) { 166 case GL_OUT_OF_MEMORY: 167 LOGE(" OpenGLRenderer is out of memory!"); 168 break; 169 } 170 } 171#endif 172#if DEBUG_MEMORY_USAGE 173 mCaches.dumpMemoryUsage(); 174#else 175 if (mCaches.getDebugLevel() & kDebugMemory) { 176 mCaches.dumpMemoryUsage(); 177 } 178#endif 179} 180 181void OpenGLRenderer::acquireContext() { 182 if (mCaches.currentProgram) { 183 if (mCaches.currentProgram->isInUse()) { 184 mCaches.currentProgram->remove(); 185 mCaches.currentProgram = NULL; 186 } 187 } 188 mCaches.unbindMeshBuffer(); 189} 190 191void OpenGLRenderer::releaseContext() { 192 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 193 194 glEnable(GL_SCISSOR_TEST); 195 dirtyClip(); 196 197 glDisable(GL_DITHER); 198 199 glBindFramebuffer(GL_FRAMEBUFFER, 0); 200 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 201 202 mCaches.blend = true; 203 glEnable(GL_BLEND); 204 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 205 glBlendEquation(GL_FUNC_ADD); 206} 207 208/////////////////////////////////////////////////////////////////////////////// 209// State management 210/////////////////////////////////////////////////////////////////////////////// 211 212int OpenGLRenderer::getSaveCount() const { 213 return mSaveCount; 214} 215 216int OpenGLRenderer::save(int flags) { 217 return saveSnapshot(flags); 218} 219 220void OpenGLRenderer::restore() { 221 if (mSaveCount > 1) { 222 restoreSnapshot(); 223 } 224} 225 226void OpenGLRenderer::restoreToCount(int saveCount) { 227 if (saveCount < 1) saveCount = 1; 228 229 while (mSaveCount > saveCount) { 230 restoreSnapshot(); 231 } 232} 233 234int OpenGLRenderer::saveSnapshot(int flags) { 235 mSnapshot = new Snapshot(mSnapshot, flags); 236 return mSaveCount++; 237} 238 239bool OpenGLRenderer::restoreSnapshot() { 240 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 241 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 242 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 243 244 sp<Snapshot> current = mSnapshot; 245 sp<Snapshot> previous = mSnapshot->previous; 246 247 if (restoreOrtho) { 248 Rect& r = previous->viewport; 249 glViewport(r.left, r.top, r.right, r.bottom); 250 mOrthoMatrix.load(current->orthoMatrix); 251 } 252 253 mSaveCount--; 254 mSnapshot = previous; 255 256 if (restoreClip) { 257 dirtyClip(); 258 } 259 260 if (restoreLayer) { 261 composeLayer(current, previous); 262 } 263 264 return restoreClip; 265} 266 267/////////////////////////////////////////////////////////////////////////////// 268// Layers 269/////////////////////////////////////////////////////////////////////////////// 270 271int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 272 SkPaint* p, int flags) { 273 const GLuint previousFbo = mSnapshot->fbo; 274 const int count = saveSnapshot(flags); 275 276 if (!mSnapshot->isIgnored()) { 277 int alpha = 255; 278 SkXfermode::Mode mode; 279 280 if (p) { 281 alpha = p->getAlpha(); 282 if (!mCaches.extensions.hasFramebufferFetch()) { 283 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 284 if (!isMode) { 285 // Assume SRC_OVER 286 mode = SkXfermode::kSrcOver_Mode; 287 } 288 } else { 289 mode = getXfermode(p->getXfermode()); 290 } 291 } else { 292 mode = SkXfermode::kSrcOver_Mode; 293 } 294 295 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 296 } 297 298 return count; 299} 300 301int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 302 int alpha, int flags) { 303 if (alpha >= 255 - ALPHA_THRESHOLD) { 304 return saveLayer(left, top, right, bottom, NULL, flags); 305 } else { 306 SkPaint paint; 307 paint.setAlpha(alpha); 308 return saveLayer(left, top, right, bottom, &paint, flags); 309 } 310} 311 312/** 313 * Layers are viewed by Skia are slightly different than layers in image editing 314 * programs (for instance.) When a layer is created, previously created layers 315 * and the frame buffer still receive every drawing command. For instance, if a 316 * layer is created and a shape intersecting the bounds of the layers and the 317 * framebuffer is draw, the shape will be drawn on both (unless the layer was 318 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 319 * 320 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 321 * texture. Unfortunately, this is inefficient as it requires every primitive to 322 * be drawn n + 1 times, where n is the number of active layers. In practice this 323 * means, for every primitive: 324 * - Switch active frame buffer 325 * - Change viewport, clip and projection matrix 326 * - Issue the drawing 327 * 328 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 329 * To avoid this, layers are implemented in a different way here, at least in the 330 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 331 * is set. When this flag is set we can redirect all drawing operations into a 332 * single FBO. 333 * 334 * This implementation relies on the frame buffer being at least RGBA 8888. When 335 * a layer is created, only a texture is created, not an FBO. The content of the 336 * frame buffer contained within the layer's bounds is copied into this texture 337 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 338 * buffer and drawing continues as normal. This technique therefore treats the 339 * frame buffer as a scratch buffer for the layers. 340 * 341 * To compose the layers back onto the frame buffer, each layer texture 342 * (containing the original frame buffer data) is drawn as a simple quad over 343 * the frame buffer. The trick is that the quad is set as the composition 344 * destination in the blending equation, and the frame buffer becomes the source 345 * of the composition. 346 * 347 * Drawing layers with an alpha value requires an extra step before composition. 348 * An empty quad is drawn over the layer's region in the frame buffer. This quad 349 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 350 * quad is used to multiply the colors in the frame buffer. This is achieved by 351 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 352 * GL_ZERO, GL_SRC_ALPHA. 353 * 354 * Because glCopyTexImage2D() can be slow, an alternative implementation might 355 * be use to draw a single clipped layer. The implementation described above 356 * is correct in every case. 357 * 358 * (1) The frame buffer is actually not cleared right away. To allow the GPU 359 * to potentially optimize series of calls to glCopyTexImage2D, the frame 360 * buffer is left untouched until the first drawing operation. Only when 361 * something actually gets drawn are the layers regions cleared. 362 */ 363bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 364 float right, float bottom, int alpha, SkXfermode::Mode mode, 365 int flags, GLuint previousFbo) { 366 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 367 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 368 369 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 370 371 // Window coordinates of the layer 372 Rect bounds(left, top, right, bottom); 373 if (fboLayer) { 374 // Clear the previous layer regions before we change the viewport 375 clearLayerRegions(); 376 } else { 377 mSnapshot->transform->mapRect(bounds); 378 379 // Layers only make sense if they are in the framebuffer's bounds 380 bounds.intersect(*snapshot->clipRect); 381 382 // We cannot work with sub-pixels in this case 383 bounds.snapToPixelBoundaries(); 384 385 // When the layer is not an FBO, we may use glCopyTexImage so we 386 // need to make sure the layer does not extend outside the bounds 387 // of the framebuffer 388 bounds.intersect(snapshot->previous->viewport); 389 } 390 391 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 392 bounds.getHeight() > mCaches.maxTextureSize) { 393 snapshot->empty = fboLayer; 394 } else { 395 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 396 } 397 398 // Bail out if we won't draw in this snapshot 399 if (snapshot->invisible || snapshot->empty) { 400 return false; 401 } 402 403 glActiveTexture(gTextureUnits[0]); 404 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 405 if (!layer) { 406 return false; 407 } 408 409 layer->mode = mode; 410 layer->alpha = alpha; 411 layer->layer.set(bounds); 412 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), 413 bounds.getWidth() / float(layer->width), 0.0f); 414 layer->colorFilter = mColorFilter; 415 416 // Save the layer in the snapshot 417 snapshot->flags |= Snapshot::kFlagIsLayer; 418 snapshot->layer = layer; 419 420 if (fboLayer) { 421 return createFboLayer(layer, bounds, snapshot, previousFbo); 422 } else { 423 // Copy the framebuffer into the layer 424 glBindTexture(GL_TEXTURE_2D, layer->texture); 425 426 if (layer->empty) { 427 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, 428 snapshot->height - bounds.bottom, layer->width, layer->height, 0); 429 layer->empty = false; 430 } else { 431 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 432 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 433 } 434 435 // Enqueue the buffer coordinates to clear the corresponding region later 436 mLayers.push(new Rect(bounds)); 437 } 438 439 return true; 440} 441 442bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 443 GLuint previousFbo) { 444 layer->fbo = mCaches.fboCache.get(); 445 446#if RENDER_LAYERS_AS_REGIONS 447 snapshot->region = &snapshot->layer->region; 448 snapshot->flags |= Snapshot::kFlagFboTarget; 449#endif 450 451 Rect clip(bounds); 452 snapshot->transform->mapRect(clip); 453 clip.intersect(*snapshot->clipRect); 454 clip.snapToPixelBoundaries(); 455 clip.intersect(snapshot->previous->viewport); 456 457 mat4 inverse; 458 inverse.loadInverse(*mSnapshot->transform); 459 460 inverse.mapRect(clip); 461 clip.snapToPixelBoundaries(); 462 clip.intersect(bounds); 463 clip.translate(-bounds.left, -bounds.top); 464 465 snapshot->flags |= Snapshot::kFlagIsFboLayer; 466 snapshot->fbo = layer->fbo; 467 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 468 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 469 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 470 snapshot->height = bounds.getHeight(); 471 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 472 snapshot->orthoMatrix.load(mOrthoMatrix); 473 474 // Bind texture to FBO 475 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 476 glBindTexture(GL_TEXTURE_2D, layer->texture); 477 478 // Initialize the texture if needed 479 if (layer->empty) { 480 layer->empty = false; 481 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, 482 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 483 } 484 485 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 486 layer->texture, 0); 487 488#if DEBUG_LAYERS_AS_REGIONS 489 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 490 if (status != GL_FRAMEBUFFER_COMPLETE) { 491 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 492 493 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 494 glDeleteTextures(1, &layer->texture); 495 mCaches.fboCache.put(layer->fbo); 496 497 delete layer; 498 499 return false; 500 } 501#endif 502 503 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 504 glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 505 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 506 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 507 glClear(GL_COLOR_BUFFER_BIT); 508 509 dirtyClip(); 510 511 // Change the ortho projection 512 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 513 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 514 515 return true; 516} 517 518/** 519 * Read the documentation of createLayer() before doing anything in this method. 520 */ 521void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 522 if (!current->layer) { 523 LOGE("Attempting to compose a layer that does not exist"); 524 return; 525 } 526 527 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 528 529 if (fboLayer) { 530 // Unbind current FBO and restore previous one 531 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 532 } 533 534 Layer* layer = current->layer; 535 const Rect& rect = layer->layer; 536 537 if (!fboLayer && layer->alpha < 255) { 538 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 539 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 540 // Required below, composeLayerRect() will divide by 255 541 layer->alpha = 255; 542 } 543 544 mCaches.unbindMeshBuffer(); 545 546 glActiveTexture(gTextureUnits[0]); 547 548 // When the layer is stored in an FBO, we can save a bit of fillrate by 549 // drawing only the dirty region 550 if (fboLayer) { 551 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 552 if (layer->colorFilter) { 553 setupColorFilter(layer->colorFilter); 554 } 555 composeLayerRegion(layer, rect); 556 if (layer->colorFilter) { 557 resetColorFilter(); 558 } 559 } else { 560 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 561 composeLayerRect(layer, rect, true); 562 } 563 564 if (fboLayer) { 565 // Detach the texture from the FBO 566 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 567 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 568 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 569 570 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 571 mCaches.fboCache.put(current->fbo); 572 } 573 574 dirtyClip(); 575 576 // Failing to add the layer to the cache should happen only if the layer is too large 577 if (!mCaches.layerCache.put(layer)) { 578 LAYER_LOGD("Deleting layer"); 579 glDeleteTextures(1, &layer->texture); 580 delete layer; 581 } 582} 583 584void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 585 const Rect& texCoords = layer->texCoords; 586 resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom); 587 588 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 589 layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 590 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap); 591 592 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 593} 594 595void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 596#if RENDER_LAYERS_AS_REGIONS 597 if (layer->region.isRect()) { 598 composeLayerRect(layer, rect); 599 layer->region.clear(); 600 return; 601 } 602 603 if (!layer->region.isEmpty()) { 604 size_t count; 605 const android::Rect* rects = layer->region.getArray(&count); 606 607 setupDraw(); 608 609 ProgramDescription description; 610 description.hasTexture = true; 611 612 const float alpha = layer->alpha / 255.0f; 613 const bool setColor = description.setColor(alpha, alpha, alpha, alpha); 614 chooseBlending(layer->blend || layer->alpha < 255, layer->mode, description, false); 615 616 useProgram(mCaches.programCache.get(description)); 617 618 // Texture 619 bindTexture(layer->texture); 620 glUniform1i(mCaches.currentProgram->getUniform("sampler"), 0); 621 622 // Always premultiplied 623 if (setColor) { 624 mCaches.currentProgram->setColor(alpha, alpha, alpha, alpha); 625 } 626 627 // Mesh 628 int texCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 629 glEnableVertexAttribArray(texCoordsSlot); 630 631 mModelView.loadIdentity(); 632 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 633 634 const float texX = 1.0f / float(layer->width); 635 const float texY = 1.0f / float(layer->height); 636 637 TextureVertex* mesh = mCaches.getRegionMesh(); 638 GLsizei numQuads = 0; 639 640 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 641 gMeshStride, &mesh[0].position[0]); 642 glVertexAttribPointer(texCoordsSlot, 2, GL_FLOAT, GL_FALSE, 643 gMeshStride, &mesh[0].texture[0]); 644 645 for (size_t i = 0; i < count; i++) { 646 const android::Rect* r = &rects[i]; 647 648 const float u1 = r->left * texX; 649 const float v1 = (rect.getHeight() - r->top) * texY; 650 const float u2 = r->right * texX; 651 const float v2 = (rect.getHeight() - r->bottom) * texY; 652 653 // TODO: Reject quads outside of the clip 654 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 655 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 656 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 657 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 658 659 numQuads++; 660 661 if (numQuads >= REGION_MESH_QUAD_COUNT) { 662 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 663 numQuads = 0; 664 mesh = mCaches.getRegionMesh(); 665 } 666 } 667 668 if (numQuads > 0) { 669 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 670 } 671 672 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 673 glDisableVertexAttribArray(texCoordsSlot); 674 675#if DEBUG_LAYERS_AS_REGIONS 676 uint32_t colors[] = { 677 0x7fff0000, 0x7f00ff00, 678 0x7f0000ff, 0x7fff00ff, 679 }; 680 681 int offset = 0; 682 int32_t top = rects[0].top; 683 int i = 0; 684 685 for (size_t i = 0; i < count; i++) { 686 if (top != rects[i].top) { 687 offset ^= 0x2; 688 top = rects[i].top; 689 } 690 691 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 692 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 693 SkXfermode::kSrcOver_Mode); 694 } 695#endif 696 697 layer->region.clear(); 698 } 699#else 700 composeLayerRect(layer, rect); 701#endif 702} 703 704void OpenGLRenderer::dirtyLayer(const float left, const float top, 705 const float right, const float bottom, const mat4 transform) { 706#if RENDER_LAYERS_AS_REGIONS 707 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) { 708 Rect bounds(left, top, right, bottom); 709 transform.mapRect(bounds); 710 bounds.intersect(*mSnapshot->clipRect); 711 bounds.snapToPixelBoundaries(); 712 713 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 714 if (!dirty.isEmpty()) { 715 mSnapshot->region->orSelf(dirty); 716 } 717 } 718#endif 719} 720 721void OpenGLRenderer::dirtyLayer(const float left, const float top, 722 const float right, const float bottom) { 723#if RENDER_LAYERS_AS_REGIONS 724 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region) { 725 Rect bounds(left, top, right, bottom); 726 bounds.intersect(*mSnapshot->clipRect); 727 bounds.snapToPixelBoundaries(); 728 729 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 730 if (!dirty.isEmpty()) { 731 mSnapshot->region->orSelf(dirty); 732 } 733 } 734#endif 735} 736 737void OpenGLRenderer::clearLayerRegions() { 738 if (mLayers.size() == 0 || mSnapshot->isIgnored()) return; 739 740 Rect clipRect(*mSnapshot->clipRect); 741 clipRect.snapToPixelBoundaries(); 742 743 for (uint32_t i = 0; i < mLayers.size(); i++) { 744 Rect* bounds = mLayers.itemAt(i); 745 if (clipRect.intersects(*bounds)) { 746 // Clear the framebuffer where the layer will draw 747 glScissor(bounds->left, mSnapshot->height - bounds->bottom, 748 bounds->getWidth(), bounds->getHeight()); 749 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 750 glClear(GL_COLOR_BUFFER_BIT); 751 752 // Restore the clip 753 dirtyClip(); 754 } 755 756 delete bounds; 757 } 758 759 mLayers.clear(); 760} 761 762/////////////////////////////////////////////////////////////////////////////// 763// Transforms 764/////////////////////////////////////////////////////////////////////////////// 765 766void OpenGLRenderer::translate(float dx, float dy) { 767 mSnapshot->transform->translate(dx, dy, 0.0f); 768} 769 770void OpenGLRenderer::rotate(float degrees) { 771 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 772} 773 774void OpenGLRenderer::scale(float sx, float sy) { 775 mSnapshot->transform->scale(sx, sy, 1.0f); 776} 777 778void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 779 mSnapshot->transform->load(*matrix); 780} 781 782const float* OpenGLRenderer::getMatrix() const { 783 if (mSnapshot->fbo != 0) { 784 return &mSnapshot->transform->data[0]; 785 } 786 return &mIdentity.data[0]; 787} 788 789void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 790 mSnapshot->transform->copyTo(*matrix); 791} 792 793void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 794 SkMatrix transform; 795 mSnapshot->transform->copyTo(transform); 796 transform.preConcat(*matrix); 797 mSnapshot->transform->load(transform); 798} 799 800/////////////////////////////////////////////////////////////////////////////// 801// Clipping 802/////////////////////////////////////////////////////////////////////////////// 803 804void OpenGLRenderer::setScissorFromClip() { 805 Rect clip(*mSnapshot->clipRect); 806 clip.snapToPixelBoundaries(); 807 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 808 mDirtyClip = false; 809} 810 811const Rect& OpenGLRenderer::getClipBounds() { 812 return mSnapshot->getLocalClip(); 813} 814 815bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 816 if (mSnapshot->isIgnored()) { 817 return true; 818 } 819 820 Rect r(left, top, right, bottom); 821 mSnapshot->transform->mapRect(r); 822 r.snapToPixelBoundaries(); 823 824 Rect clipRect(*mSnapshot->clipRect); 825 clipRect.snapToPixelBoundaries(); 826 827 return !clipRect.intersects(r); 828} 829 830bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 831 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 832 if (clipped) { 833 dirtyClip(); 834 } 835 return !mSnapshot->clipRect->isEmpty(); 836} 837 838/////////////////////////////////////////////////////////////////////////////// 839// Drawing commands 840/////////////////////////////////////////////////////////////////////////////// 841 842void OpenGLRenderer::setupDraw() { 843 clearLayerRegions(); 844 if (mDirtyClip) { 845 setScissorFromClip(); 846 } 847 mDescription.reset(); 848 mSetShaderColor = false; 849 mColorSet = false; 850 mColorA = mColorR = mColorG = mColorB = 0.0f; 851 mTextureUnit = 0; 852 mTrackDirtyRegions = true; 853 mTexCoordsSlot = -1; 854} 855 856void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 857 mDescription.hasTexture = true; 858 mDescription.hasAlpha8Texture = isAlpha8; 859} 860 861void OpenGLRenderer::setupDrawColor(int color) { 862 setupDrawColor(color, (color >> 24) & 0xFF); 863} 864 865void OpenGLRenderer::setupDrawColor(int color, int alpha) { 866 mColorA = alpha / 255.0f; 867 const float a = mColorA / 255.0f; 868 mColorR = a * ((color >> 16) & 0xFF); 869 mColorG = a * ((color >> 8) & 0xFF); 870 mColorB = a * ((color ) & 0xFF); 871 mColorSet = true; 872 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 873} 874 875void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 876 mColorA = alpha / 255.0f; 877 const float a = mColorA / 255.0f; 878 mColorR = a * ((color >> 16) & 0xFF); 879 mColorG = a * ((color >> 8) & 0xFF); 880 mColorB = a * ((color ) & 0xFF); 881 mColorSet = true; 882 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 883} 884 885void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 886 mColorA = a; 887 mColorR = r; 888 mColorG = g; 889 mColorB = b; 890 mColorSet = true; 891 mSetShaderColor = mDescription.setColor(r, g, b, a); 892} 893 894void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 895 mColorA = a; 896 mColorR = r; 897 mColorG = g; 898 mColorB = b; 899 mColorSet = true; 900 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 901} 902 903void OpenGLRenderer::setupDrawShader() { 904 if (mShader) { 905 mShader->describe(mDescription, mCaches.extensions); 906 } 907} 908 909void OpenGLRenderer::setupDrawColorFilter() { 910 if (mColorFilter) { 911 mColorFilter->describe(mDescription, mCaches.extensions); 912 } 913} 914 915void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 916 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 917 mDescription, swapSrcDst); 918} 919 920void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 921 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 922 mDescription, swapSrcDst); 923} 924 925void OpenGLRenderer::setupDrawProgram() { 926 useProgram(mCaches.programCache.get(mDescription)); 927} 928 929void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 930 mTrackDirtyRegions = false; 931} 932 933void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 934 bool ignoreTransform) { 935 mModelView.loadTranslate(left, top, 0.0f); 936 if (!ignoreTransform) { 937 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 938 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 939 } else { 940 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 941 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 942 } 943} 944 945void OpenGLRenderer::setupDrawModelViewIdentity() { 946 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform); 947} 948 949void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 950 bool ignoreTransform, bool ignoreModelView) { 951 if (!ignoreModelView) { 952 mModelView.loadTranslate(left, top, 0.0f); 953 mModelView.scale(right - left, bottom - top, 1.0f); 954 } else { 955 mModelView.loadIdentity(); 956 } 957 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 958 if (!ignoreTransform) { 959 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 960 if (mTrackDirtyRegions && dirty) { 961 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 962 } 963 } else { 964 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 965 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 966 } 967} 968 969void OpenGLRenderer::setupDrawColorUniforms() { 970 if (mColorSet || (mShader && mSetShaderColor)) { 971 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 972 } 973} 974 975void OpenGLRenderer::setupDrawPureColorUniforms() { 976 if (mSetShaderColor) { 977 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 978 } 979} 980 981void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 982 if (mShader) { 983 if (ignoreTransform) { 984 mModelView.loadInverse(*mSnapshot->transform); 985 } 986 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 987 } 988} 989 990void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 991 if (mShader) { 992 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 993 } 994} 995 996void OpenGLRenderer::setupDrawColorFilterUniforms() { 997 if (mColorFilter) { 998 mColorFilter->setupProgram(mCaches.currentProgram); 999 } 1000} 1001 1002void OpenGLRenderer::setupDrawSimpleMesh() { 1003 mCaches.bindMeshBuffer(); 1004 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1005 gMeshStride, 0); 1006} 1007 1008void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1009 bindTexture(texture); 1010 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1011 1012 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1013 glEnableVertexAttribArray(mTexCoordsSlot); 1014} 1015 1016void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1017 if (!vertices) { 1018 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1019 } else { 1020 mCaches.unbindMeshBuffer(); 1021 } 1022 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1023 gMeshStride, vertices); 1024 if (mTexCoordsSlot > 0) { 1025 glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1026 } 1027} 1028 1029void OpenGLRenderer::finishDrawTexture() { 1030 glDisableVertexAttribArray(mTexCoordsSlot); 1031} 1032 1033/////////////////////////////////////////////////////////////////////////////// 1034// Drawing 1035/////////////////////////////////////////////////////////////////////////////// 1036 1037void OpenGLRenderer::drawDisplayList(DisplayList* displayList) { 1038 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1039 // will be performed by the display list itself 1040 if (displayList) { 1041 displayList->replay(*this); 1042 } 1043} 1044 1045void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1046 const float right = left + bitmap->width(); 1047 const float bottom = top + bitmap->height(); 1048 1049 if (quickReject(left, top, right, bottom)) { 1050 return; 1051 } 1052 1053 glActiveTexture(gTextureUnits[0]); 1054 Texture* texture = mCaches.textureCache.get(bitmap); 1055 if (!texture) return; 1056 const AutoTexture autoCleanup(texture); 1057 1058 drawTextureRect(left, top, right, bottom, texture, paint); 1059} 1060 1061void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1062 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1063 const mat4 transform(*matrix); 1064 transform.mapRect(r); 1065 1066 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1067 return; 1068 } 1069 1070 glActiveTexture(gTextureUnits[0]); 1071 Texture* texture = mCaches.textureCache.get(bitmap); 1072 if (!texture) return; 1073 const AutoTexture autoCleanup(texture); 1074 1075 // This could be done in a cheaper way, all we need is pass the matrix 1076 // to the vertex shader. The save/restore is a bit overkill. 1077 save(SkCanvas::kMatrix_SaveFlag); 1078 concatMatrix(matrix); 1079 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1080 restore(); 1081} 1082 1083void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1084 float srcLeft, float srcTop, float srcRight, float srcBottom, 1085 float dstLeft, float dstTop, float dstRight, float dstBottom, 1086 SkPaint* paint) { 1087 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1088 return; 1089 } 1090 1091 glActiveTexture(gTextureUnits[0]); 1092 Texture* texture = mCaches.textureCache.get(bitmap); 1093 if (!texture) return; 1094 const AutoTexture autoCleanup(texture); 1095 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1096 1097 const float width = texture->width; 1098 const float height = texture->height; 1099 1100 const float u1 = srcLeft / width; 1101 const float v1 = srcTop / height; 1102 const float u2 = srcRight / width; 1103 const float v2 = srcBottom / height; 1104 1105 mCaches.unbindMeshBuffer(); 1106 resetDrawTextureTexCoords(u1, v1, u2, v2); 1107 1108 int alpha; 1109 SkXfermode::Mode mode; 1110 getAlphaAndMode(paint, &alpha, &mode); 1111 1112 if (mSnapshot->transform->isPureTranslate()) { 1113 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1114 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1115 1116 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1117 texture->id, alpha / 255.0f, mode, texture->blend, 1118 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1119 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1120 } else { 1121 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1122 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1123 GL_TRIANGLE_STRIP, gMeshCount); 1124 } 1125 1126 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1127} 1128 1129void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1130 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1131 float left, float top, float right, float bottom, SkPaint* paint) { 1132 if (quickReject(left, top, right, bottom)) { 1133 return; 1134 } 1135 1136 glActiveTexture(gTextureUnits[0]); 1137 Texture* texture = mCaches.textureCache.get(bitmap); 1138 if (!texture) return; 1139 const AutoTexture autoCleanup(texture); 1140 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1141 1142 int alpha; 1143 SkXfermode::Mode mode; 1144 getAlphaAndMode(paint, &alpha, &mode); 1145 1146 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1147 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1148 1149 if (mesh && mesh->verticesCount > 0) { 1150 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1151#if RENDER_LAYERS_AS_REGIONS 1152 // Mark the current layer dirty where we are going to draw the patch 1153 if ((mSnapshot->flags & Snapshot::kFlagFboTarget) && 1154 mSnapshot->region && mesh->hasEmptyQuads) { 1155 const size_t count = mesh->quads.size(); 1156 for (size_t i = 0; i < count; i++) { 1157 const Rect& bounds = mesh->quads.itemAt(i); 1158 if (pureTranslate) { 1159 const float x = (int) floorf(bounds.left + 0.5f); 1160 const float y = (int) floorf(bounds.top + 0.5f); 1161 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 1162 *mSnapshot->transform); 1163 } else { 1164 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, 1165 *mSnapshot->transform); 1166 } 1167 } 1168 } 1169#endif 1170 1171 if (pureTranslate) { 1172 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1173 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1174 1175 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1176 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1177 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1178 true, !mesh->hasEmptyQuads); 1179 } else { 1180 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1181 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1182 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1183 true, !mesh->hasEmptyQuads); 1184 } 1185 } 1186} 1187 1188void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1189 // TODO: Should do quickReject for each line 1190 if (mSnapshot->isIgnored()) return; 1191 1192 const bool isAA = paint->isAntiAlias(); 1193 const float strokeWidth = paint->getStrokeWidth() * 0.5f; 1194 // A stroke width of 0 has a special meaningin Skia: 1195 // it draws an unscaled 1px wide line 1196 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1197 1198 int alpha; 1199 SkXfermode::Mode mode; 1200 getAlphaAndMode(paint, &alpha, &mode); 1201 1202 int verticesCount = count >> 2; 1203 if (!isHairLine) { 1204 // TODO: AA needs more vertices 1205 verticesCount *= 6; 1206 } else { 1207 // TODO: AA will be different 1208 verticesCount *= 2; 1209 } 1210 1211 TextureVertex lines[verticesCount]; 1212 TextureVertex* vertex = &lines[0]; 1213 1214 setupDraw(); 1215 setupDrawColor(paint->getColor(), alpha); 1216 setupDrawColorFilter(); 1217 setupDrawShader(); 1218 setupDrawBlending(mode); 1219 setupDrawProgram(); 1220 setupDrawModelViewIdentity(); 1221 setupDrawColorUniforms(); 1222 setupDrawColorFilterUniforms(); 1223 setupDrawShaderIdentityUniforms(); 1224 setupDrawMesh(vertex); 1225 1226 if (!isHairLine) { 1227 // TODO: Handle the AA case 1228 for (int i = 0; i < count; i += 4) { 1229 // a = start point, b = end point 1230 vec2 a(points[i], points[i + 1]); 1231 vec2 b(points[i + 2], points[i + 3]); 1232 1233 // Bias to snap to the same pixels as Skia 1234 a += 0.375; 1235 b += 0.375; 1236 1237 // Find the normal to the line 1238 vec2 n = (b - a).copyNormalized() * strokeWidth; 1239 float x = n.x; 1240 n.x = -n.y; 1241 n.y = x; 1242 1243 // Four corners of the rectangle defining a thick line 1244 vec2 p1 = a - n; 1245 vec2 p2 = a + n; 1246 vec2 p3 = b + n; 1247 vec2 p4 = b - n; 1248 1249 // Draw the line as 2 triangles, could be optimized 1250 // by using only 4 vertices and the correct indices 1251 // Also we should probably used non textured vertices 1252 // when line AA is disabled to save on bandwidth 1253 TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f); 1254 TextureVertex::set(vertex++, p2.x, p2.y, 0.0f, 0.0f); 1255 TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f); 1256 TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f); 1257 TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f); 1258 TextureVertex::set(vertex++, p4.x, p4.y, 0.0f, 0.0f); 1259 1260 // TODO: Mark the dirty regions when RENDER_LAYERS_AS_REGIONS is set 1261 } 1262 1263 // GL_LINE does not give the result we want to match Skia 1264 glDrawArrays(GL_TRIANGLES, 0, verticesCount); 1265 } else { 1266 // TODO: Handle the AA case 1267 for (int i = 0; i < count; i += 4) { 1268 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1269 TextureVertex::set(vertex++, points[i + 2], points[i + 3], 0.0f, 0.0f); 1270 } 1271 1272 glLineWidth(1.0f); 1273 glDrawArrays(GL_LINES, 0, verticesCount); 1274 } 1275} 1276 1277void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1278 // No need to check against the clip, we fill the clip region 1279 if (mSnapshot->isIgnored()) return; 1280 1281 Rect& clip(*mSnapshot->clipRect); 1282 clip.snapToPixelBoundaries(); 1283 1284 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1285} 1286 1287void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 1288 if (quickReject(left, top, right, bottom)) { 1289 return; 1290 } 1291 1292 SkXfermode::Mode mode; 1293 if (!mCaches.extensions.hasFramebufferFetch()) { 1294 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 1295 if (!isMode) { 1296 // Assume SRC_OVER 1297 mode = SkXfermode::kSrcOver_Mode; 1298 } 1299 } else { 1300 mode = getXfermode(p->getXfermode()); 1301 } 1302 1303 // Skia draws using the color's alpha channel if < 255 1304 // Otherwise, it uses the paint's alpha 1305 int color = p->getColor(); 1306 if (((color >> 24) & 0xff) == 255) { 1307 color |= p->getAlpha() << 24; 1308 } 1309 1310 drawColorRect(left, top, right, bottom, color, mode); 1311} 1312 1313void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 1314 float x, float y, SkPaint* paint) { 1315 if (text == NULL || count == 0) { 1316 return; 1317 } 1318 if (mSnapshot->isIgnored()) return; 1319 1320 paint->setAntiAlias(true); 1321 1322 float length = -1.0f; 1323 switch (paint->getTextAlign()) { 1324 case SkPaint::kCenter_Align: 1325 length = paint->measureText(text, bytesCount); 1326 x -= length / 2.0f; 1327 break; 1328 case SkPaint::kRight_Align: 1329 length = paint->measureText(text, bytesCount); 1330 x -= length; 1331 break; 1332 default: 1333 break; 1334 } 1335 1336 // TODO: Handle paint->getTextScaleX() 1337 const float oldX = x; 1338 const float oldY = y; 1339 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1340 if (pureTranslate) { 1341 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 1342 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 1343 } 1344 1345 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 1346 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 1347 paint->getTextSize()); 1348 1349 int alpha; 1350 SkXfermode::Mode mode; 1351 getAlphaAndMode(paint, &alpha, &mode); 1352 1353 if (mHasShadow) { 1354 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 1355 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 1356 count, mShadowRadius); 1357 const AutoTexture autoCleanup(shadow); 1358 1359 const float sx = x - shadow->left + mShadowDx; 1360 const float sy = y - shadow->top + mShadowDy; 1361 1362 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 1363 1364 glActiveTexture(gTextureUnits[0]); 1365 setupDraw(); 1366 setupDrawWithTexture(true); 1367 setupDrawAlpha8Color(mShadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 1368 setupDrawBlending(true, mode); 1369 setupDrawProgram(); 1370 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height, pureTranslate); 1371 setupDrawTexture(shadow->id); 1372 setupDrawPureColorUniforms(); 1373 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1374 1375 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1376 finishDrawTexture(); 1377 } 1378 1379 if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) { 1380 return; 1381 } 1382 1383 // Pick the appropriate texture filtering 1384 bool linearFilter = mSnapshot->transform->changesBounds(); 1385 if (pureTranslate && !linearFilter) { 1386 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 1387 } 1388 1389 glActiveTexture(gTextureUnits[0]); 1390 setupDraw(); 1391 setupDrawDirtyRegionsDisabled(); 1392 setupDrawWithTexture(true); 1393 setupDrawAlpha8Color(paint->getColor(), alpha); 1394 setupDrawColorFilter(); 1395 setupDrawShader(); 1396 setupDrawBlending(true, mode); 1397 setupDrawProgram(); 1398 setupDrawModelView(x, y, x, y, pureTranslate, true); 1399 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 1400 setupDrawPureColorUniforms(); 1401 setupDrawColorFilterUniforms(); 1402 setupDrawShaderUniforms(pureTranslate); 1403 1404 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 1405 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 1406 1407#if RENDER_LAYERS_AS_REGIONS 1408 bool hasLayer = (mSnapshot->flags & Snapshot::kFlagFboTarget) && mSnapshot->region; 1409#else 1410 bool hasLayer = false; 1411#endif 1412 1413 mCaches.unbindMeshBuffer(); 1414 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 1415 hasLayer ? &bounds : NULL)) { 1416#if RENDER_LAYERS_AS_REGIONS 1417 if (hasLayer) { 1418 if (!pureTranslate) { 1419 mSnapshot->transform->mapRect(bounds); 1420 } 1421 bounds.intersect(*mSnapshot->clipRect); 1422 bounds.snapToPixelBoundaries(); 1423 1424 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1425 mSnapshot->region->orSelf(dirty); 1426 } 1427#endif 1428 } 1429 1430 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 1431 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1432 1433 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 1434} 1435 1436void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 1437 if (mSnapshot->isIgnored()) return; 1438 1439 GLuint textureUnit = 0; 1440 glActiveTexture(gTextureUnits[textureUnit]); 1441 1442 const PathTexture* texture = mCaches.pathCache.get(path, paint); 1443 if (!texture) return; 1444 const AutoTexture autoCleanup(texture); 1445 1446 const float x = texture->left - texture->offset; 1447 const float y = texture->top - texture->offset; 1448 1449 if (quickReject(x, y, x + texture->width, y + texture->height)) { 1450 return; 1451 } 1452 1453 int alpha; 1454 SkXfermode::Mode mode; 1455 getAlphaAndMode(paint, &alpha, &mode); 1456 1457 setupDraw(); 1458 setupDrawWithTexture(true); 1459 setupDrawAlpha8Color(paint->getColor(), alpha); 1460 setupDrawColorFilter(); 1461 setupDrawShader(); 1462 setupDrawBlending(true, mode); 1463 setupDrawProgram(); 1464 setupDrawModelView(x, y, x + texture->width, y + texture->height); 1465 setupDrawTexture(texture->id); 1466 setupDrawPureColorUniforms(); 1467 setupDrawColorFilterUniforms(); 1468 setupDrawShaderUniforms(); 1469 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1470 1471 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1472 1473 finishDrawTexture(); 1474} 1475 1476/////////////////////////////////////////////////////////////////////////////// 1477// Shaders 1478/////////////////////////////////////////////////////////////////////////////// 1479 1480void OpenGLRenderer::resetShader() { 1481 mShader = NULL; 1482} 1483 1484void OpenGLRenderer::setupShader(SkiaShader* shader) { 1485 mShader = shader; 1486 if (mShader) { 1487 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 1488 } 1489} 1490 1491/////////////////////////////////////////////////////////////////////////////// 1492// Color filters 1493/////////////////////////////////////////////////////////////////////////////// 1494 1495void OpenGLRenderer::resetColorFilter() { 1496 mColorFilter = NULL; 1497} 1498 1499void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 1500 mColorFilter = filter; 1501} 1502 1503/////////////////////////////////////////////////////////////////////////////// 1504// Drop shadow 1505/////////////////////////////////////////////////////////////////////////////// 1506 1507void OpenGLRenderer::resetShadow() { 1508 mHasShadow = false; 1509} 1510 1511void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 1512 mHasShadow = true; 1513 mShadowRadius = radius; 1514 mShadowDx = dx; 1515 mShadowDy = dy; 1516 mShadowColor = color; 1517} 1518 1519/////////////////////////////////////////////////////////////////////////////// 1520// Drawing implementation 1521/////////////////////////////////////////////////////////////////////////////// 1522 1523// Same values used by Skia 1524#define kStdStrikeThru_Offset (-6.0f / 21.0f) 1525#define kStdUnderline_Offset (1.0f / 9.0f) 1526#define kStdUnderline_Thickness (1.0f / 18.0f) 1527 1528void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 1529 float x, float y, SkPaint* paint) { 1530 // Handle underline and strike-through 1531 uint32_t flags = paint->getFlags(); 1532 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 1533 float underlineWidth = length; 1534 // If length is > 0.0f, we already measured the text for the text alignment 1535 if (length <= 0.0f) { 1536 underlineWidth = paint->measureText(text, bytesCount); 1537 } 1538 1539 float offsetX = 0; 1540 switch (paint->getTextAlign()) { 1541 case SkPaint::kCenter_Align: 1542 offsetX = underlineWidth * 0.5f; 1543 break; 1544 case SkPaint::kRight_Align: 1545 offsetX = underlineWidth; 1546 break; 1547 default: 1548 break; 1549 } 1550 1551 if (underlineWidth > 0.0f) { 1552 const float textSize = paint->getTextSize(); 1553 const float strokeWidth = textSize * kStdUnderline_Thickness; 1554 1555 const float left = x - offsetX; 1556 float top = 0.0f; 1557 1558 const int pointsCount = 4 * (flags & SkPaint::kStrikeThruText_Flag ? 2 : 1); 1559 float points[pointsCount]; 1560 int currentPoint = 0; 1561 1562 if (flags & SkPaint::kUnderlineText_Flag) { 1563 top = y + textSize * kStdUnderline_Offset; 1564 points[currentPoint++] = left; 1565 points[currentPoint++] = top; 1566 points[currentPoint++] = left + underlineWidth; 1567 points[currentPoint++] = top; 1568 } 1569 1570 if (flags & SkPaint::kStrikeThruText_Flag) { 1571 top = y + textSize * kStdStrikeThru_Offset; 1572 points[currentPoint++] = left; 1573 points[currentPoint++] = top; 1574 points[currentPoint++] = left + underlineWidth; 1575 points[currentPoint++] = top; 1576 } 1577 1578 SkPaint linesPaint(*paint); 1579 linesPaint.setStrokeWidth(strokeWidth); 1580 1581 drawLines(&points[0], pointsCount, &linesPaint); 1582 } 1583 } 1584} 1585 1586void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1587 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1588 // If a shader is set, preserve only the alpha 1589 if (mShader) { 1590 color |= 0x00ffffff; 1591 } 1592 1593 setupDraw(); 1594 setupDrawColor(color); 1595 setupDrawShader(); 1596 setupDrawColorFilter(); 1597 setupDrawBlending(mode); 1598 setupDrawProgram(); 1599 setupDrawModelView(left, top, right, bottom, ignoreTransform); 1600 setupDrawColorUniforms(); 1601 setupDrawShaderUniforms(ignoreTransform); 1602 setupDrawColorFilterUniforms(); 1603 setupDrawSimpleMesh(); 1604 1605 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1606} 1607 1608void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1609 Texture* texture, SkPaint* paint) { 1610 int alpha; 1611 SkXfermode::Mode mode; 1612 getAlphaAndMode(paint, &alpha, &mode); 1613 1614 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1615 1616 if (mSnapshot->transform->isPureTranslate()) { 1617 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1618 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1619 1620 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1621 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 1622 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 1623 } else { 1624 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1625 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1626 GL_TRIANGLE_STRIP, gMeshCount); 1627 } 1628} 1629 1630void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1631 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1632 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1633 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 1634} 1635 1636void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1637 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1638 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1639 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 1640 1641 setupDraw(); 1642 setupDrawWithTexture(); 1643 setupDrawColor(alpha, alpha, alpha, alpha); 1644 setupDrawColorFilter(); 1645 setupDrawBlending(blend, mode, swapSrcDst); 1646 setupDrawProgram(); 1647 if (!dirty) { 1648 setupDrawDirtyRegionsDisabled(); 1649 } 1650 if (!ignoreScale) { 1651 setupDrawModelView(left, top, right, bottom, ignoreTransform); 1652 } else { 1653 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 1654 } 1655 setupDrawPureColorUniforms(); 1656 setupDrawColorFilterUniforms(); 1657 setupDrawTexture(texture); 1658 setupDrawMesh(vertices, texCoords, vbo); 1659 1660 glDrawArrays(drawMode, 0, elementsCount); 1661 1662 finishDrawTexture(); 1663} 1664 1665void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 1666 ProgramDescription& description, bool swapSrcDst) { 1667 blend = blend || mode != SkXfermode::kSrcOver_Mode; 1668 if (blend) { 1669 if (mode < SkXfermode::kPlus_Mode) { 1670 if (!mCaches.blend) { 1671 glEnable(GL_BLEND); 1672 } 1673 1674 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 1675 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 1676 1677 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 1678 glBlendFunc(sourceMode, destMode); 1679 mCaches.lastSrcMode = sourceMode; 1680 mCaches.lastDstMode = destMode; 1681 } 1682 } else { 1683 // These blend modes are not supported by OpenGL directly and have 1684 // to be implemented using shaders. Since the shader will perform 1685 // the blending, turn blending off here 1686 if (mCaches.extensions.hasFramebufferFetch()) { 1687 description.framebufferMode = mode; 1688 description.swapSrcDst = swapSrcDst; 1689 } 1690 1691 if (mCaches.blend) { 1692 glDisable(GL_BLEND); 1693 } 1694 blend = false; 1695 } 1696 } else if (mCaches.blend) { 1697 glDisable(GL_BLEND); 1698 } 1699 mCaches.blend = blend; 1700} 1701 1702bool OpenGLRenderer::useProgram(Program* program) { 1703 if (!program->isInUse()) { 1704 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 1705 program->use(); 1706 mCaches.currentProgram = program; 1707 return false; 1708 } 1709 return true; 1710} 1711 1712void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 1713 TextureVertex* v = &mMeshVertices[0]; 1714 TextureVertex::setUV(v++, u1, v1); 1715 TextureVertex::setUV(v++, u2, v1); 1716 TextureVertex::setUV(v++, u1, v2); 1717 TextureVertex::setUV(v++, u2, v2); 1718} 1719 1720void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 1721 if (paint) { 1722 if (!mCaches.extensions.hasFramebufferFetch()) { 1723 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 1724 if (!isMode) { 1725 // Assume SRC_OVER 1726 *mode = SkXfermode::kSrcOver_Mode; 1727 } 1728 } else { 1729 *mode = getXfermode(paint->getXfermode()); 1730 } 1731 1732 // Skia draws using the color's alpha channel if < 255 1733 // Otherwise, it uses the paint's alpha 1734 int color = paint->getColor(); 1735 *alpha = (color >> 24) & 0xFF; 1736 if (*alpha == 255) { 1737 *alpha = paint->getAlpha(); 1738 } 1739 } else { 1740 *mode = SkXfermode::kSrcOver_Mode; 1741 *alpha = 255; 1742 } 1743} 1744 1745SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 1746 if (mode == NULL) { 1747 return SkXfermode::kSrcOver_Mode; 1748 } 1749 return mode->fMode; 1750} 1751 1752void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) { 1753 bool bound = false; 1754 if (wrapS != texture->wrapS) { 1755 glBindTexture(GL_TEXTURE_2D, texture->id); 1756 bound = true; 1757 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 1758 texture->wrapS = wrapS; 1759 } 1760 if (wrapT != texture->wrapT) { 1761 if (!bound) { 1762 glBindTexture(GL_TEXTURE_2D, texture->id); 1763 } 1764 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 1765 texture->wrapT = wrapT; 1766 } 1767} 1768 1769}; // namespace uirenderer 1770}; // namespace android 1771