OpenGLRenderer.cpp revision a168d7372132d6c87835878794b6ed43d0d282fd
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <private/hwui/DrawGlInfo.h> 30 31#include <ui/Rect.h> 32 33#include "OpenGLRenderer.h" 34#include "DisplayListRenderer.h" 35#include "Vector.h" 36 37namespace android { 38namespace uirenderer { 39 40/////////////////////////////////////////////////////////////////////////////// 41// Defines 42/////////////////////////////////////////////////////////////////////////////// 43 44#define RAD_TO_DEG (180.0f / 3.14159265f) 45#define MIN_ANGLE 0.001f 46 47// TODO: This should be set in properties 48#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 49 50/////////////////////////////////////////////////////////////////////////////// 51// Globals 52/////////////////////////////////////////////////////////////////////////////// 53 54/** 55 * Structure mapping Skia xfermodes to OpenGL blending factors. 56 */ 57struct Blender { 58 SkXfermode::Mode mode; 59 GLenum src; 60 GLenum dst; 61}; // struct Blender 62 63// In this array, the index of each Blender equals the value of the first 64// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 65static const Blender gBlends[] = { 66 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 67 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 68 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 69 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 70 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 71 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 72 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 73 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 74 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 75 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 76 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 77 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 78}; 79 80// This array contains the swapped version of each SkXfermode. For instance 81// this array's SrcOver blending mode is actually DstOver. You can refer to 82// createLayer() for more information on the purpose of this array. 83static const Blender gBlendsSwap[] = { 84 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 85 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 86 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 87 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 88 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 89 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 90 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 91 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 92 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 93 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 94 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 95 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 96}; 97 98static const GLenum gTextureUnits[] = { 99 GL_TEXTURE0, 100 GL_TEXTURE1, 101 GL_TEXTURE2 102}; 103 104/////////////////////////////////////////////////////////////////////////////// 105// Constructors/destructor 106/////////////////////////////////////////////////////////////////////////////// 107 108OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 109 mShader = NULL; 110 mColorFilter = NULL; 111 mHasShadow = false; 112 113 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 114 115 mFirstSnapshot = new Snapshot; 116} 117 118OpenGLRenderer::~OpenGLRenderer() { 119 // The context has already been destroyed at this point, do not call 120 // GL APIs. All GL state should be kept in Caches.h 121} 122 123/////////////////////////////////////////////////////////////////////////////// 124// Setup 125/////////////////////////////////////////////////////////////////////////////// 126 127void OpenGLRenderer::setViewport(int width, int height) { 128 glViewport(0, 0, width, height); 129 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 130 131 mWidth = width; 132 mHeight = height; 133 134 mFirstSnapshot->height = height; 135 mFirstSnapshot->viewport.set(0, 0, width, height); 136 137 mDirtyClip = false; 138} 139 140void OpenGLRenderer::prepare(bool opaque) { 141 prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 142} 143 144void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 145 mCaches.clearGarbage(); 146 147 mSnapshot = new Snapshot(mFirstSnapshot, 148 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 149 mSnapshot->fbo = getTargetFbo(); 150 151 mSaveCount = 1; 152 153 glViewport(0, 0, mWidth, mHeight); 154 155 glDisable(GL_DITHER); 156 157 glEnable(GL_SCISSOR_TEST); 158 glScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 159 mSnapshot->setClip(left, top, right, bottom); 160 161 if (!opaque) { 162 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 163 glClear(GL_COLOR_BUFFER_BIT); 164 } 165} 166 167void OpenGLRenderer::finish() { 168#if DEBUG_OPENGL 169 GLenum status = GL_NO_ERROR; 170 while ((status = glGetError()) != GL_NO_ERROR) { 171 LOGD("GL error from OpenGLRenderer: 0x%x", status); 172 switch (status) { 173 case GL_OUT_OF_MEMORY: 174 LOGE(" OpenGLRenderer is out of memory!"); 175 break; 176 } 177 } 178#endif 179#if DEBUG_MEMORY_USAGE 180 mCaches.dumpMemoryUsage(); 181#else 182 if (mCaches.getDebugLevel() & kDebugMemory) { 183 mCaches.dumpMemoryUsage(); 184 } 185#endif 186} 187 188void OpenGLRenderer::interrupt() { 189 if (mCaches.currentProgram) { 190 if (mCaches.currentProgram->isInUse()) { 191 mCaches.currentProgram->remove(); 192 mCaches.currentProgram = NULL; 193 } 194 } 195 mCaches.unbindMeshBuffer(); 196} 197 198void OpenGLRenderer::resume() { 199 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 200 201 glEnable(GL_SCISSOR_TEST); 202 dirtyClip(); 203 204 glDisable(GL_DITHER); 205 206 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 207 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 208 209 mCaches.blend = true; 210 glEnable(GL_BLEND); 211 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 212 glBlendEquation(GL_FUNC_ADD); 213} 214 215bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) { 216 interrupt(); 217 if (mDirtyClip) { 218 setScissorFromClip(); 219 } 220 221 Rect clip(*mSnapshot->clipRect); 222 clip.snapToPixelBoundaries(); 223 224#if RENDER_LAYERS_AS_REGIONS 225 // Since we don't know what the functor will draw, let's dirty 226 // tne entire clip region 227 if (hasLayer()) { 228 dirtyLayerUnchecked(clip, getRegion()); 229 } 230#endif 231 232 DrawGlInfo info; 233 info.clipLeft = clip.left; 234 info.clipTop = clip.top; 235 info.clipRight = clip.right; 236 info.clipBottom = clip.bottom; 237 info.isLayer = hasLayer(); 238 getSnapshot()->transform->copyTo(&info.transform[0]); 239 240 status_t result = (*functor)(0, &info); 241 242 if (result != 0) { 243 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 244 dirty.unionWith(localDirty); 245 } 246 247 resume(); 248 return result != 0; 249} 250 251/////////////////////////////////////////////////////////////////////////////// 252// State management 253/////////////////////////////////////////////////////////////////////////////// 254 255int OpenGLRenderer::getSaveCount() const { 256 return mSaveCount; 257} 258 259int OpenGLRenderer::save(int flags) { 260 return saveSnapshot(flags); 261} 262 263void OpenGLRenderer::restore() { 264 if (mSaveCount > 1) { 265 restoreSnapshot(); 266 } 267} 268 269void OpenGLRenderer::restoreToCount(int saveCount) { 270 if (saveCount < 1) saveCount = 1; 271 272 while (mSaveCount > saveCount) { 273 restoreSnapshot(); 274 } 275} 276 277int OpenGLRenderer::saveSnapshot(int flags) { 278 mSnapshot = new Snapshot(mSnapshot, flags); 279 return mSaveCount++; 280} 281 282bool OpenGLRenderer::restoreSnapshot() { 283 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 284 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 285 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 286 287 sp<Snapshot> current = mSnapshot; 288 sp<Snapshot> previous = mSnapshot->previous; 289 290 if (restoreOrtho) { 291 Rect& r = previous->viewport; 292 glViewport(r.left, r.top, r.right, r.bottom); 293 mOrthoMatrix.load(current->orthoMatrix); 294 } 295 296 mSaveCount--; 297 mSnapshot = previous; 298 299 if (restoreClip) { 300 dirtyClip(); 301 } 302 303 if (restoreLayer) { 304 composeLayer(current, previous); 305 } 306 307 return restoreClip; 308} 309 310/////////////////////////////////////////////////////////////////////////////// 311// Layers 312/////////////////////////////////////////////////////////////////////////////// 313 314int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 315 SkPaint* p, int flags) { 316 const GLuint previousFbo = mSnapshot->fbo; 317 const int count = saveSnapshot(flags); 318 319 if (!mSnapshot->isIgnored()) { 320 int alpha = 255; 321 SkXfermode::Mode mode; 322 323 if (p) { 324 alpha = p->getAlpha(); 325 if (!mCaches.extensions.hasFramebufferFetch()) { 326 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 327 if (!isMode) { 328 // Assume SRC_OVER 329 mode = SkXfermode::kSrcOver_Mode; 330 } 331 } else { 332 mode = getXfermode(p->getXfermode()); 333 } 334 } else { 335 mode = SkXfermode::kSrcOver_Mode; 336 } 337 338 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 339 } 340 341 return count; 342} 343 344int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 345 int alpha, int flags) { 346 if (alpha >= 255 - ALPHA_THRESHOLD) { 347 return saveLayer(left, top, right, bottom, NULL, flags); 348 } else { 349 SkPaint paint; 350 paint.setAlpha(alpha); 351 return saveLayer(left, top, right, bottom, &paint, flags); 352 } 353} 354 355/** 356 * Layers are viewed by Skia are slightly different than layers in image editing 357 * programs (for instance.) When a layer is created, previously created layers 358 * and the frame buffer still receive every drawing command. For instance, if a 359 * layer is created and a shape intersecting the bounds of the layers and the 360 * framebuffer is draw, the shape will be drawn on both (unless the layer was 361 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 362 * 363 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 364 * texture. Unfortunately, this is inefficient as it requires every primitive to 365 * be drawn n + 1 times, where n is the number of active layers. In practice this 366 * means, for every primitive: 367 * - Switch active frame buffer 368 * - Change viewport, clip and projection matrix 369 * - Issue the drawing 370 * 371 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 372 * To avoid this, layers are implemented in a different way here, at least in the 373 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 374 * is set. When this flag is set we can redirect all drawing operations into a 375 * single FBO. 376 * 377 * This implementation relies on the frame buffer being at least RGBA 8888. When 378 * a layer is created, only a texture is created, not an FBO. The content of the 379 * frame buffer contained within the layer's bounds is copied into this texture 380 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 381 * buffer and drawing continues as normal. This technique therefore treats the 382 * frame buffer as a scratch buffer for the layers. 383 * 384 * To compose the layers back onto the frame buffer, each layer texture 385 * (containing the original frame buffer data) is drawn as a simple quad over 386 * the frame buffer. The trick is that the quad is set as the composition 387 * destination in the blending equation, and the frame buffer becomes the source 388 * of the composition. 389 * 390 * Drawing layers with an alpha value requires an extra step before composition. 391 * An empty quad is drawn over the layer's region in the frame buffer. This quad 392 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 393 * quad is used to multiply the colors in the frame buffer. This is achieved by 394 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 395 * GL_ZERO, GL_SRC_ALPHA. 396 * 397 * Because glCopyTexImage2D() can be slow, an alternative implementation might 398 * be use to draw a single clipped layer. The implementation described above 399 * is correct in every case. 400 * 401 * (1) The frame buffer is actually not cleared right away. To allow the GPU 402 * to potentially optimize series of calls to glCopyTexImage2D, the frame 403 * buffer is left untouched until the first drawing operation. Only when 404 * something actually gets drawn are the layers regions cleared. 405 */ 406bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 407 float right, float bottom, int alpha, SkXfermode::Mode mode, 408 int flags, GLuint previousFbo) { 409 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 410 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 411 412 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 413 414 // Window coordinates of the layer 415 Rect bounds(left, top, right, bottom); 416 if (!fboLayer) { 417 mSnapshot->transform->mapRect(bounds); 418 419 // Layers only make sense if they are in the framebuffer's bounds 420 if (bounds.intersect(*snapshot->clipRect)) { 421 // We cannot work with sub-pixels in this case 422 bounds.snapToPixelBoundaries(); 423 424 // When the layer is not an FBO, we may use glCopyTexImage so we 425 // need to make sure the layer does not extend outside the bounds 426 // of the framebuffer 427 if (!bounds.intersect(snapshot->previous->viewport)) { 428 bounds.setEmpty(); 429 } 430 } else { 431 bounds.setEmpty(); 432 } 433 } 434 435 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 436 bounds.getHeight() > mCaches.maxTextureSize) { 437 snapshot->empty = fboLayer; 438 } else { 439 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 440 } 441 442 // Bail out if we won't draw in this snapshot 443 if (snapshot->invisible || snapshot->empty) { 444 return false; 445 } 446 447 glActiveTexture(gTextureUnits[0]); 448 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 449 if (!layer) { 450 return false; 451 } 452 453 layer->mode = mode; 454 layer->alpha = alpha; 455 layer->layer.set(bounds); 456 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), 457 bounds.getWidth() / float(layer->width), 0.0f); 458 layer->colorFilter = mColorFilter; 459 460 // Save the layer in the snapshot 461 snapshot->flags |= Snapshot::kFlagIsLayer; 462 snapshot->layer = layer; 463 464 if (fboLayer) { 465 return createFboLayer(layer, bounds, snapshot, previousFbo); 466 } else { 467 // Copy the framebuffer into the layer 468 glBindTexture(GL_TEXTURE_2D, layer->texture); 469 if (!bounds.isEmpty()) { 470 if (layer->empty) { 471 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, 472 snapshot->height - bounds.bottom, layer->width, layer->height, 0); 473 layer->empty = false; 474 } else { 475 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 476 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 477 } 478 479 // Clear the framebuffer where the layer will draw 480 glScissor(bounds.left, mSnapshot->height - bounds.bottom, 481 bounds.getWidth(), bounds.getHeight()); 482 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 483 glClear(GL_COLOR_BUFFER_BIT); 484 485 dirtyClip(); 486 } 487 } 488 489 return true; 490} 491 492bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 493 GLuint previousFbo) { 494 layer->fbo = mCaches.fboCache.get(); 495 496#if RENDER_LAYERS_AS_REGIONS 497 snapshot->region = &snapshot->layer->region; 498 snapshot->flags |= Snapshot::kFlagFboTarget; 499#endif 500 501 Rect clip(bounds); 502 snapshot->transform->mapRect(clip); 503 clip.intersect(*snapshot->clipRect); 504 clip.snapToPixelBoundaries(); 505 clip.intersect(snapshot->previous->viewport); 506 507 mat4 inverse; 508 inverse.loadInverse(*mSnapshot->transform); 509 510 inverse.mapRect(clip); 511 clip.snapToPixelBoundaries(); 512 clip.intersect(bounds); 513 clip.translate(-bounds.left, -bounds.top); 514 515 snapshot->flags |= Snapshot::kFlagIsFboLayer; 516 snapshot->fbo = layer->fbo; 517 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 518 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 519 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 520 snapshot->height = bounds.getHeight(); 521 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 522 snapshot->orthoMatrix.load(mOrthoMatrix); 523 524 // Bind texture to FBO 525 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 526 glBindTexture(GL_TEXTURE_2D, layer->texture); 527 528 // Initialize the texture if needed 529 if (layer->empty) { 530 layer->empty = false; 531 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, 532 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 533 } 534 535 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 536 layer->texture, 0); 537 538#if DEBUG_LAYERS_AS_REGIONS 539 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 540 if (status != GL_FRAMEBUFFER_COMPLETE) { 541 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 542 543 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 544 glDeleteTextures(1, &layer->texture); 545 mCaches.fboCache.put(layer->fbo); 546 547 delete layer; 548 549 return false; 550 } 551#endif 552 553 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 554 glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 555 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 556 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 557 glClear(GL_COLOR_BUFFER_BIT); 558 559 dirtyClip(); 560 561 // Change the ortho projection 562 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 563 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 564 565 return true; 566} 567 568/** 569 * Read the documentation of createLayer() before doing anything in this method. 570 */ 571void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 572 if (!current->layer) { 573 LOGE("Attempting to compose a layer that does not exist"); 574 return; 575 } 576 577 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 578 579 if (fboLayer) { 580 // Unbind current FBO and restore previous one 581 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 582 } 583 584 Layer* layer = current->layer; 585 const Rect& rect = layer->layer; 586 587 if (!fboLayer && layer->alpha < 255) { 588 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 589 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 590 // Required below, composeLayerRect() will divide by 255 591 layer->alpha = 255; 592 } 593 594 mCaches.unbindMeshBuffer(); 595 596 glActiveTexture(gTextureUnits[0]); 597 598 // When the layer is stored in an FBO, we can save a bit of fillrate by 599 // drawing only the dirty region 600 if (fboLayer) { 601 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 602 if (layer->colorFilter) { 603 setupColorFilter(layer->colorFilter); 604 } 605 composeLayerRegion(layer, rect); 606 if (layer->colorFilter) { 607 resetColorFilter(); 608 } 609 } else { 610 if (!rect.isEmpty()) { 611 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 612 composeLayerRect(layer, rect, true); 613 } 614 } 615 616 if (fboLayer) { 617 // Detach the texture from the FBO 618 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 619 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 620 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 621 622 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 623 mCaches.fboCache.put(current->fbo); 624 } 625 626 dirtyClip(); 627 628 // Failing to add the layer to the cache should happen only if the layer is too large 629 if (!mCaches.layerCache.put(layer)) { 630 LAYER_LOGD("Deleting layer"); 631 glDeleteTextures(1, &layer->texture); 632 delete layer; 633 } 634} 635 636void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 637 const Rect& texCoords = layer->texCoords; 638 resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom); 639 640 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 641 layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 642 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap); 643 644 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 645} 646 647void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 648#if RENDER_LAYERS_AS_REGIONS 649 if (layer->region.isRect()) { 650 composeLayerRect(layer, layer->regionRect); 651 layer->region.clear(); 652 return; 653 } 654 655 if (!layer->region.isEmpty()) { 656 size_t count; 657 const android::Rect* rects = layer->region.getArray(&count); 658 659 const float alpha = layer->alpha / 255.0f; 660 const float texX = 1.0f / float(layer->width); 661 const float texY = 1.0f / float(layer->height); 662 const float height = rect.getHeight(); 663 664 TextureVertex* mesh = mCaches.getRegionMesh(); 665 GLsizei numQuads = 0; 666 667 setupDraw(); 668 setupDrawWithTexture(); 669 setupDrawColor(alpha, alpha, alpha, alpha); 670 setupDrawColorFilter(); 671 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 672 setupDrawProgram(); 673 setupDrawDirtyRegionsDisabled(); 674 setupDrawPureColorUniforms(); 675 setupDrawColorFilterUniforms(); 676 setupDrawTexture(layer->texture); 677 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 678 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]); 679 680 for (size_t i = 0; i < count; i++) { 681 const android::Rect* r = &rects[i]; 682 683 const float u1 = r->left * texX; 684 const float v1 = (height - r->top) * texY; 685 const float u2 = r->right * texX; 686 const float v2 = (height - r->bottom) * texY; 687 688 // TODO: Reject quads outside of the clip 689 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 690 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 691 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 692 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 693 694 numQuads++; 695 696 if (numQuads >= REGION_MESH_QUAD_COUNT) { 697 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 698 numQuads = 0; 699 mesh = mCaches.getRegionMesh(); 700 } 701 } 702 703 if (numQuads > 0) { 704 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 705 } 706 707 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 708 finishDrawTexture(); 709 710#if DEBUG_LAYERS_AS_REGIONS 711 drawRegionRects(layer->region); 712#endif 713 714 layer->region.clear(); 715 } 716#else 717 composeLayerRect(layer, rect); 718#endif 719} 720 721void OpenGLRenderer::drawRegionRects(const Region& region) { 722#if DEBUG_LAYERS_AS_REGIONS 723 size_t count; 724 const android::Rect* rects = region.getArray(&count); 725 726 uint32_t colors[] = { 727 0x7fff0000, 0x7f00ff00, 728 0x7f0000ff, 0x7fff00ff, 729 }; 730 731 int offset = 0; 732 int32_t top = rects[0].top; 733 734 for (size_t i = 0; i < count; i++) { 735 if (top != rects[i].top) { 736 offset ^= 0x2; 737 top = rects[i].top; 738 } 739 740 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 741 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 742 SkXfermode::kSrcOver_Mode); 743 } 744#endif 745} 746 747void OpenGLRenderer::dirtyLayer(const float left, const float top, 748 const float right, const float bottom, const mat4 transform) { 749#if RENDER_LAYERS_AS_REGIONS 750 if (hasLayer()) { 751 Rect bounds(left, top, right, bottom); 752 transform.mapRect(bounds); 753 dirtyLayerUnchecked(bounds, getRegion()); 754 } 755#endif 756} 757 758void OpenGLRenderer::dirtyLayer(const float left, const float top, 759 const float right, const float bottom) { 760#if RENDER_LAYERS_AS_REGIONS 761 if (hasLayer()) { 762 Rect bounds(left, top, right, bottom); 763 dirtyLayerUnchecked(bounds, getRegion()); 764 } 765#endif 766} 767 768void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 769#if RENDER_LAYERS_AS_REGIONS 770 if (bounds.intersect(*mSnapshot->clipRect)) { 771 bounds.snapToPixelBoundaries(); 772 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 773 if (!dirty.isEmpty()) { 774 region->orSelf(dirty); 775 } 776 } 777#endif 778} 779 780/////////////////////////////////////////////////////////////////////////////// 781// Transforms 782/////////////////////////////////////////////////////////////////////////////// 783 784void OpenGLRenderer::translate(float dx, float dy) { 785 mSnapshot->transform->translate(dx, dy, 0.0f); 786} 787 788void OpenGLRenderer::rotate(float degrees) { 789 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 790} 791 792void OpenGLRenderer::scale(float sx, float sy) { 793 mSnapshot->transform->scale(sx, sy, 1.0f); 794} 795 796void OpenGLRenderer::skew(float sx, float sy) { 797 mSnapshot->transform->skew(sx, sy); 798} 799 800void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 801 mSnapshot->transform->load(*matrix); 802} 803 804const float* OpenGLRenderer::getMatrix() const { 805 if (mSnapshot->fbo != 0) { 806 return &mSnapshot->transform->data[0]; 807 } 808 return &mIdentity.data[0]; 809} 810 811void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 812 mSnapshot->transform->copyTo(*matrix); 813} 814 815void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 816 SkMatrix transform; 817 mSnapshot->transform->copyTo(transform); 818 transform.preConcat(*matrix); 819 mSnapshot->transform->load(transform); 820} 821 822/////////////////////////////////////////////////////////////////////////////// 823// Clipping 824/////////////////////////////////////////////////////////////////////////////// 825 826void OpenGLRenderer::setScissorFromClip() { 827 Rect clip(*mSnapshot->clipRect); 828 clip.snapToPixelBoundaries(); 829 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 830 mDirtyClip = false; 831} 832 833const Rect& OpenGLRenderer::getClipBounds() { 834 return mSnapshot->getLocalClip(); 835} 836 837bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 838 if (mSnapshot->isIgnored()) { 839 return true; 840 } 841 842 Rect r(left, top, right, bottom); 843 mSnapshot->transform->mapRect(r); 844 r.snapToPixelBoundaries(); 845 846 Rect clipRect(*mSnapshot->clipRect); 847 clipRect.snapToPixelBoundaries(); 848 849 return !clipRect.intersects(r); 850} 851 852bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 853 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 854 if (clipped) { 855 dirtyClip(); 856 } 857 return !mSnapshot->clipRect->isEmpty(); 858} 859 860/////////////////////////////////////////////////////////////////////////////// 861// Drawing commands 862/////////////////////////////////////////////////////////////////////////////// 863 864void OpenGLRenderer::setupDraw() { 865 if (mDirtyClip) { 866 setScissorFromClip(); 867 } 868 mDescription.reset(); 869 mSetShaderColor = false; 870 mColorSet = false; 871 mColorA = mColorR = mColorG = mColorB = 0.0f; 872 mTextureUnit = 0; 873 mTrackDirtyRegions = true; 874 mTexCoordsSlot = -1; 875} 876 877void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 878 mDescription.hasTexture = true; 879 mDescription.hasAlpha8Texture = isAlpha8; 880} 881 882void OpenGLRenderer::setupDrawColor(int color) { 883 setupDrawColor(color, (color >> 24) & 0xFF); 884} 885 886void OpenGLRenderer::setupDrawColor(int color, int alpha) { 887 mColorA = alpha / 255.0f; 888 const float a = mColorA / 255.0f; 889 mColorR = a * ((color >> 16) & 0xFF); 890 mColorG = a * ((color >> 8) & 0xFF); 891 mColorB = a * ((color ) & 0xFF); 892 mColorSet = true; 893 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 894} 895 896void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 897 mColorA = alpha / 255.0f; 898 const float a = mColorA / 255.0f; 899 mColorR = a * ((color >> 16) & 0xFF); 900 mColorG = a * ((color >> 8) & 0xFF); 901 mColorB = a * ((color ) & 0xFF); 902 mColorSet = true; 903 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 904} 905 906void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 907 mColorA = a; 908 mColorR = r; 909 mColorG = g; 910 mColorB = b; 911 mColorSet = true; 912 mSetShaderColor = mDescription.setColor(r, g, b, a); 913} 914 915void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 916 mColorA = a; 917 mColorR = r; 918 mColorG = g; 919 mColorB = b; 920 mColorSet = true; 921 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 922} 923 924void OpenGLRenderer::setupDrawShader() { 925 if (mShader) { 926 mShader->describe(mDescription, mCaches.extensions); 927 } 928} 929 930void OpenGLRenderer::setupDrawColorFilter() { 931 if (mColorFilter) { 932 mColorFilter->describe(mDescription, mCaches.extensions); 933 } 934} 935 936void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 937 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 938 mDescription, swapSrcDst); 939} 940 941void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 942 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 943 mDescription, swapSrcDst); 944} 945 946void OpenGLRenderer::setupDrawProgram() { 947 useProgram(mCaches.programCache.get(mDescription)); 948} 949 950void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 951 mTrackDirtyRegions = false; 952} 953 954void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 955 bool ignoreTransform) { 956 mModelView.loadTranslate(left, top, 0.0f); 957 if (!ignoreTransform) { 958 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 959 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 960 } else { 961 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 962 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 963 } 964} 965 966void OpenGLRenderer::setupDrawModelViewIdentity() { 967 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform); 968} 969 970void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 971 bool ignoreTransform, bool ignoreModelView) { 972 if (!ignoreModelView) { 973 mModelView.loadTranslate(left, top, 0.0f); 974 mModelView.scale(right - left, bottom - top, 1.0f); 975 } else { 976 mModelView.loadIdentity(); 977 } 978 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 979 if (!ignoreTransform) { 980 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 981 if (mTrackDirtyRegions && dirty) { 982 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 983 } 984 } else { 985 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 986 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 987 } 988} 989 990void OpenGLRenderer::setupDrawColorUniforms() { 991 if (mColorSet || (mShader && mSetShaderColor)) { 992 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 993 } 994} 995 996void OpenGLRenderer::setupDrawPureColorUniforms() { 997 if (mSetShaderColor) { 998 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 999 } 1000} 1001 1002void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1003 if (mShader) { 1004 if (ignoreTransform) { 1005 mModelView.loadInverse(*mSnapshot->transform); 1006 } 1007 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1008 } 1009} 1010 1011void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1012 if (mShader) { 1013 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1014 } 1015} 1016 1017void OpenGLRenderer::setupDrawColorFilterUniforms() { 1018 if (mColorFilter) { 1019 mColorFilter->setupProgram(mCaches.currentProgram); 1020 } 1021} 1022 1023void OpenGLRenderer::setupDrawSimpleMesh() { 1024 mCaches.bindMeshBuffer(); 1025 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1026 gMeshStride, 0); 1027} 1028 1029void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1030 bindTexture(texture); 1031 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1032 1033 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1034 glEnableVertexAttribArray(mTexCoordsSlot); 1035} 1036 1037void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1038 if (!vertices) { 1039 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1040 } else { 1041 mCaches.unbindMeshBuffer(); 1042 } 1043 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1044 gMeshStride, vertices); 1045 if (mTexCoordsSlot >= 0) { 1046 glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1047 } 1048} 1049 1050void OpenGLRenderer::finishDrawTexture() { 1051 glDisableVertexAttribArray(mTexCoordsSlot); 1052} 1053 1054/////////////////////////////////////////////////////////////////////////////// 1055// Drawing 1056/////////////////////////////////////////////////////////////////////////////// 1057 1058bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height, 1059 Rect& dirty, uint32_t level) { 1060 if (quickReject(0.0f, 0.0f, width, height)) { 1061 return false; 1062 } 1063 1064 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1065 // will be performed by the display list itself 1066 if (displayList) { 1067 return displayList->replay(*this, dirty, level); 1068 } 1069 1070 return false; 1071} 1072 1073void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1074 int alpha; 1075 SkXfermode::Mode mode; 1076 getAlphaAndMode(paint, &alpha, &mode); 1077 1078 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1079 1080 float x = left; 1081 float y = top; 1082 1083 bool ignoreTransform = false; 1084 if (mSnapshot->transform->isPureTranslate()) { 1085 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1086 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1087 ignoreTransform = true; 1088 } 1089 1090 setupDraw(); 1091 setupDrawWithTexture(true); 1092 setupDrawAlpha8Color(paint->getColor(), alpha); 1093 setupDrawColorFilter(); 1094 setupDrawShader(); 1095 setupDrawBlending(true, mode); 1096 setupDrawProgram(); 1097 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1098 setupDrawTexture(texture->id); 1099 setupDrawPureColorUniforms(); 1100 setupDrawColorFilterUniforms(); 1101 setupDrawShaderUniforms(); 1102 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1103 1104 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1105 1106 finishDrawTexture(); 1107} 1108 1109void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1110 const float right = left + bitmap->width(); 1111 const float bottom = top + bitmap->height(); 1112 1113 if (quickReject(left, top, right, bottom)) { 1114 return; 1115 } 1116 1117 glActiveTexture(gTextureUnits[0]); 1118 Texture* texture = mCaches.textureCache.get(bitmap); 1119 if (!texture) return; 1120 const AutoTexture autoCleanup(texture); 1121 1122 if (bitmap->getConfig() == SkBitmap::kA8_Config) { 1123 drawAlphaBitmap(texture, left, top, paint); 1124 } else { 1125 drawTextureRect(left, top, right, bottom, texture, paint); 1126 } 1127} 1128 1129void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1130 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1131 const mat4 transform(*matrix); 1132 transform.mapRect(r); 1133 1134 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1135 return; 1136 } 1137 1138 glActiveTexture(gTextureUnits[0]); 1139 Texture* texture = mCaches.textureCache.get(bitmap); 1140 if (!texture) return; 1141 const AutoTexture autoCleanup(texture); 1142 1143 // This could be done in a cheaper way, all we need is pass the matrix 1144 // to the vertex shader. The save/restore is a bit overkill. 1145 save(SkCanvas::kMatrix_SaveFlag); 1146 concatMatrix(matrix); 1147 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1148 restore(); 1149} 1150 1151void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1152 float* vertices, int* colors, SkPaint* paint) { 1153 // TODO: Do a quickReject 1154 if (!vertices || mSnapshot->isIgnored()) { 1155 return; 1156 } 1157 1158 glActiveTexture(gTextureUnits[0]); 1159 Texture* texture = mCaches.textureCache.get(bitmap); 1160 if (!texture) return; 1161 const AutoTexture autoCleanup(texture); 1162 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1163 1164 int alpha; 1165 SkXfermode::Mode mode; 1166 getAlphaAndMode(paint, &alpha, &mode); 1167 1168 const uint32_t count = meshWidth * meshHeight * 6; 1169 1170 float left = FLT_MAX; 1171 float top = FLT_MAX; 1172 float right = FLT_MIN; 1173 float bottom = FLT_MIN; 1174 1175#if RENDER_LAYERS_AS_REGIONS 1176 bool hasActiveLayer = hasLayer(); 1177#else 1178 bool hasActiveLayer = false; 1179#endif 1180 1181 // TODO: Support the colors array 1182 TextureVertex mesh[count]; 1183 TextureVertex* vertex = mesh; 1184 for (int32_t y = 0; y < meshHeight; y++) { 1185 for (int32_t x = 0; x < meshWidth; x++) { 1186 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1187 1188 float u1 = float(x) / meshWidth; 1189 float u2 = float(x + 1) / meshWidth; 1190 float v1 = float(y) / meshHeight; 1191 float v2 = float(y + 1) / meshHeight; 1192 1193 int ax = i + (meshWidth + 1) * 2; 1194 int ay = ax + 1; 1195 int bx = i; 1196 int by = bx + 1; 1197 int cx = i + 2; 1198 int cy = cx + 1; 1199 int dx = i + (meshWidth + 1) * 2 + 2; 1200 int dy = dx + 1; 1201 1202 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1203 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1204 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1205 1206 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1207 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1208 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1209 1210#if RENDER_LAYERS_AS_REGIONS 1211 if (hasActiveLayer) { 1212 // TODO: This could be optimized to avoid unnecessary ops 1213 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1214 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1215 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1216 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1217 } 1218#endif 1219 } 1220 } 1221 1222#if RENDER_LAYERS_AS_REGIONS 1223 if (hasActiveLayer) { 1224 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1225 } 1226#endif 1227 1228 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1229 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1230 GL_TRIANGLES, count, false, false, 0, false, false); 1231} 1232 1233void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1234 float srcLeft, float srcTop, float srcRight, float srcBottom, 1235 float dstLeft, float dstTop, float dstRight, float dstBottom, 1236 SkPaint* paint) { 1237 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1238 return; 1239 } 1240 1241 glActiveTexture(gTextureUnits[0]); 1242 Texture* texture = mCaches.textureCache.get(bitmap); 1243 if (!texture) return; 1244 const AutoTexture autoCleanup(texture); 1245 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1246 1247 const float width = texture->width; 1248 const float height = texture->height; 1249 1250 const float u1 = srcLeft / width; 1251 const float v1 = srcTop / height; 1252 const float u2 = srcRight / width; 1253 const float v2 = srcBottom / height; 1254 1255 mCaches.unbindMeshBuffer(); 1256 resetDrawTextureTexCoords(u1, v1, u2, v2); 1257 1258 int alpha; 1259 SkXfermode::Mode mode; 1260 getAlphaAndMode(paint, &alpha, &mode); 1261 1262 if (mSnapshot->transform->isPureTranslate()) { 1263 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1264 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1265 1266 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1267 texture->id, alpha / 255.0f, mode, texture->blend, 1268 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1269 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1270 } else { 1271 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1272 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1273 GL_TRIANGLE_STRIP, gMeshCount); 1274 } 1275 1276 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1277} 1278 1279void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1280 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1281 float left, float top, float right, float bottom, SkPaint* paint) { 1282 if (quickReject(left, top, right, bottom)) { 1283 return; 1284 } 1285 1286 glActiveTexture(gTextureUnits[0]); 1287 Texture* texture = mCaches.textureCache.get(bitmap); 1288 if (!texture) return; 1289 const AutoTexture autoCleanup(texture); 1290 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1291 1292 int alpha; 1293 SkXfermode::Mode mode; 1294 getAlphaAndMode(paint, &alpha, &mode); 1295 1296 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1297 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1298 1299 if (mesh && mesh->verticesCount > 0) { 1300 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1301#if RENDER_LAYERS_AS_REGIONS 1302 // Mark the current layer dirty where we are going to draw the patch 1303 if (hasLayer() && mesh->hasEmptyQuads) { 1304 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1305 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1306 const size_t count = mesh->quads.size(); 1307 for (size_t i = 0; i < count; i++) { 1308 const Rect& bounds = mesh->quads.itemAt(i); 1309 if (pureTranslate) { 1310 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1311 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1312 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1313 } else { 1314 dirtyLayer(left + bounds.left, top + bounds.top, 1315 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1316 } 1317 } 1318 } 1319#endif 1320 1321 if (pureTranslate) { 1322 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1323 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1324 1325 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1326 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1327 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1328 true, !mesh->hasEmptyQuads); 1329 } else { 1330 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1331 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1332 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1333 true, !mesh->hasEmptyQuads); 1334 } 1335 } 1336} 1337 1338void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1339 if (mSnapshot->isIgnored()) return; 1340 1341 const bool isAA = paint->isAntiAlias(); 1342 const float strokeWidth = paint->getStrokeWidth() * 0.5f; 1343 // A stroke width of 0 has a special meaningin Skia: 1344 // it draws an unscaled 1px wide line 1345 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1346 1347 int alpha; 1348 SkXfermode::Mode mode; 1349 getAlphaAndMode(paint, &alpha, &mode); 1350 1351 int verticesCount = count >> 2; 1352 int generatedVerticesCount = 0; 1353 if (!isHairLine) { 1354 // TODO: AA needs more vertices 1355 verticesCount *= 6; 1356 } else { 1357 // TODO: AA will be different 1358 verticesCount *= 2; 1359 } 1360 1361 TextureVertex lines[verticesCount]; 1362 TextureVertex* vertex = &lines[0]; 1363 1364 setupDraw(); 1365 setupDrawColor(paint->getColor(), alpha); 1366 setupDrawColorFilter(); 1367 setupDrawShader(); 1368 setupDrawBlending(mode); 1369 setupDrawProgram(); 1370 setupDrawModelViewIdentity(); 1371 setupDrawColorUniforms(); 1372 setupDrawColorFilterUniforms(); 1373 setupDrawShaderIdentityUniforms(); 1374 setupDrawMesh(vertex); 1375 1376 if (!isHairLine) { 1377 // TODO: Handle the AA case 1378 for (int i = 0; i < count; i += 4) { 1379 // a = start point, b = end point 1380 vec2 a(points[i], points[i + 1]); 1381 vec2 b(points[i + 2], points[i + 3]); 1382 1383 // Bias to snap to the same pixels as Skia 1384 a += 0.375; 1385 b += 0.375; 1386 1387 // Find the normal to the line 1388 vec2 n = (b - a).copyNormalized() * strokeWidth; 1389 float x = n.x; 1390 n.x = -n.y; 1391 n.y = x; 1392 1393 // Four corners of the rectangle defining a thick line 1394 vec2 p1 = a - n; 1395 vec2 p2 = a + n; 1396 vec2 p3 = b + n; 1397 vec2 p4 = b - n; 1398 1399 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1400 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1401 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1402 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1403 1404 if (!quickReject(left, top, right, bottom)) { 1405 // Draw the line as 2 triangles, could be optimized 1406 // by using only 4 vertices and the correct indices 1407 // Also we should probably used non textured vertices 1408 // when line AA is disabled to save on bandwidth 1409 TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f); 1410 TextureVertex::set(vertex++, p2.x, p2.y, 0.0f, 0.0f); 1411 TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f); 1412 TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f); 1413 TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f); 1414 TextureVertex::set(vertex++, p4.x, p4.y, 0.0f, 0.0f); 1415 1416 generatedVerticesCount += 6; 1417 1418 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1419 } 1420 } 1421 1422 if (generatedVerticesCount > 0) { 1423 // GL_LINE does not give the result we want to match Skia 1424 glDrawArrays(GL_TRIANGLES, 0, generatedVerticesCount); 1425 } 1426 } else { 1427 // TODO: Handle the AA case 1428 for (int i = 0; i < count; i += 4) { 1429 const float left = fmin(points[i], points[i + 1]); 1430 const float right = fmax(points[i], points[i + 1]); 1431 const float top = fmin(points[i + 2], points[i + 3]); 1432 const float bottom = fmax(points[i + 2], points[i + 3]); 1433 1434 if (!quickReject(left, top, right, bottom)) { 1435 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1436 TextureVertex::set(vertex++, points[i + 2], points[i + 3], 0.0f, 0.0f); 1437 1438 generatedVerticesCount += 2; 1439 1440 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1441 } 1442 } 1443 1444 if (generatedVerticesCount > 0) { 1445 glLineWidth(1.0f); 1446 glDrawArrays(GL_LINES, 0, generatedVerticesCount); 1447 } 1448 } 1449} 1450 1451void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1452 // No need to check against the clip, we fill the clip region 1453 if (mSnapshot->isIgnored()) return; 1454 1455 Rect& clip(*mSnapshot->clipRect); 1456 clip.snapToPixelBoundaries(); 1457 1458 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1459} 1460 1461void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 1462 if (!texture) return; 1463 const AutoTexture autoCleanup(texture); 1464 1465 const float x = left + texture->left - texture->offset; 1466 const float y = top + texture->top - texture->offset; 1467 1468 drawPathTexture(texture, x, y, paint); 1469} 1470 1471void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 1472 float rx, float ry, SkPaint* paint) { 1473 if (mSnapshot->isIgnored()) return; 1474 1475 glActiveTexture(gTextureUnits[0]); 1476 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 1477 right - left, bottom - top, rx, ry, paint); 1478 drawShape(left, top, texture, paint); 1479} 1480 1481void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 1482 if (mSnapshot->isIgnored()) return; 1483 1484 glActiveTexture(gTextureUnits[0]); 1485 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 1486 drawShape(x - radius, y - radius, texture, paint); 1487} 1488 1489void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 1490 if (mSnapshot->isIgnored()) return; 1491 1492 glActiveTexture(gTextureUnits[0]); 1493 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 1494 drawShape(left, top, texture, paint); 1495} 1496 1497void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 1498 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 1499 if (mSnapshot->isIgnored()) return; 1500 1501 if (fabs(sweepAngle) >= 360.0f) { 1502 drawOval(left, top, right, bottom, paint); 1503 return; 1504 } 1505 1506 glActiveTexture(gTextureUnits[0]); 1507 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 1508 startAngle, sweepAngle, useCenter, paint); 1509 drawShape(left, top, texture, paint); 1510} 1511 1512void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 1513 SkPaint* paint) { 1514 if (mSnapshot->isIgnored()) return; 1515 1516 glActiveTexture(gTextureUnits[0]); 1517 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 1518 drawShape(left, top, texture, paint); 1519} 1520 1521void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 1522 if (p->getStyle() != SkPaint::kFill_Style) { 1523 drawRectAsShape(left, top, right, bottom, p); 1524 return; 1525 } 1526 1527 if (quickReject(left, top, right, bottom)) { 1528 return; 1529 } 1530 1531 SkXfermode::Mode mode; 1532 if (!mCaches.extensions.hasFramebufferFetch()) { 1533 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 1534 if (!isMode) { 1535 // Assume SRC_OVER 1536 mode = SkXfermode::kSrcOver_Mode; 1537 } 1538 } else { 1539 mode = getXfermode(p->getXfermode()); 1540 } 1541 1542 int color = p->getColor(); 1543 drawColorRect(left, top, right, bottom, color, mode); 1544} 1545 1546void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 1547 float x, float y, SkPaint* paint) { 1548 if (text == NULL || count == 0) { 1549 return; 1550 } 1551 if (mSnapshot->isIgnored()) return; 1552 1553 paint->setAntiAlias(true); 1554 1555 float length = -1.0f; 1556 switch (paint->getTextAlign()) { 1557 case SkPaint::kCenter_Align: 1558 length = paint->measureText(text, bytesCount); 1559 x -= length / 2.0f; 1560 break; 1561 case SkPaint::kRight_Align: 1562 length = paint->measureText(text, bytesCount); 1563 x -= length; 1564 break; 1565 default: 1566 break; 1567 } 1568 1569 const float oldX = x; 1570 const float oldY = y; 1571 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1572 if (pureTranslate) { 1573 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 1574 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 1575 } 1576 1577 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 1578 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 1579 paint->getTextSize()); 1580 1581 int alpha; 1582 SkXfermode::Mode mode; 1583 getAlphaAndMode(paint, &alpha, &mode); 1584 1585 if (mHasShadow) { 1586 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 1587 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 1588 count, mShadowRadius); 1589 const AutoTexture autoCleanup(shadow); 1590 1591 const float sx = x - shadow->left + mShadowDx; 1592 const float sy = y - shadow->top + mShadowDy; 1593 1594 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 1595 1596 glActiveTexture(gTextureUnits[0]); 1597 setupDraw(); 1598 setupDrawWithTexture(true); 1599 setupDrawAlpha8Color(mShadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 1600 setupDrawBlending(true, mode); 1601 setupDrawProgram(); 1602 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height, pureTranslate); 1603 setupDrawTexture(shadow->id); 1604 setupDrawPureColorUniforms(); 1605 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1606 1607 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1608 finishDrawTexture(); 1609 } 1610 1611 if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) { 1612 return; 1613 } 1614 1615 // Pick the appropriate texture filtering 1616 bool linearFilter = mSnapshot->transform->changesBounds(); 1617 if (pureTranslate && !linearFilter) { 1618 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 1619 } 1620 1621 glActiveTexture(gTextureUnits[0]); 1622 setupDraw(); 1623 setupDrawDirtyRegionsDisabled(); 1624 setupDrawWithTexture(true); 1625 setupDrawAlpha8Color(paint->getColor(), alpha); 1626 setupDrawColorFilter(); 1627 setupDrawShader(); 1628 setupDrawBlending(true, mode); 1629 setupDrawProgram(); 1630 setupDrawModelView(x, y, x, y, pureTranslate, true); 1631 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 1632 setupDrawPureColorUniforms(); 1633 setupDrawColorFilterUniforms(); 1634 setupDrawShaderUniforms(pureTranslate); 1635 1636 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 1637 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 1638 1639#if RENDER_LAYERS_AS_REGIONS 1640 bool hasActiveLayer = hasLayer(); 1641#else 1642 bool hasActiveLayer = false; 1643#endif 1644 mCaches.unbindMeshBuffer(); 1645 1646 // Tell font renderer the locations of position and texture coord 1647 // attributes so it can bind its data properly 1648 int positionSlot = mCaches.currentProgram->position; 1649 fontRenderer.setAttributeBindingSlots(positionSlot, mTexCoordsSlot); 1650 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 1651 hasActiveLayer ? &bounds : NULL)) { 1652#if RENDER_LAYERS_AS_REGIONS 1653 if (hasActiveLayer) { 1654 if (!pureTranslate) { 1655 mSnapshot->transform->mapRect(bounds); 1656 } 1657 dirtyLayerUnchecked(bounds, getRegion()); 1658 } 1659#endif 1660 } 1661 1662 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 1663 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1664 1665 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 1666} 1667 1668void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 1669 if (mSnapshot->isIgnored()) return; 1670 1671 glActiveTexture(gTextureUnits[0]); 1672 1673 const PathTexture* texture = mCaches.pathCache.get(path, paint); 1674 if (!texture) return; 1675 const AutoTexture autoCleanup(texture); 1676 1677 const float x = texture->left - texture->offset; 1678 const float y = texture->top - texture->offset; 1679 1680 drawPathTexture(texture, x, y, paint); 1681} 1682 1683void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 1684 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 1685 return; 1686 } 1687 1688 glActiveTexture(gTextureUnits[0]); 1689 1690 int alpha; 1691 SkXfermode::Mode mode; 1692 getAlphaAndMode(paint, &alpha, &mode); 1693 1694 layer->alpha = alpha; 1695 layer->mode = mode; 1696 1697#if RENDER_LAYERS_AS_REGIONS 1698 if (!layer->region.isEmpty()) { 1699 if (layer->region.isRect()) { 1700 composeLayerRect(layer, layer->regionRect); 1701 } else if (layer->mesh) { 1702 const float a = alpha / 255.0f; 1703 const Rect& rect = layer->layer; 1704 1705 setupDraw(); 1706 setupDrawWithTexture(); 1707 setupDrawColor(a, a, a, a); 1708 setupDrawColorFilter(); 1709 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 1710 setupDrawProgram(); 1711 setupDrawModelViewTranslate(x, y, 1712 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 1713 setupDrawPureColorUniforms(); 1714 setupDrawColorFilterUniforms(); 1715 setupDrawTexture(layer->texture); 1716 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 1717 1718 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 1719 GL_UNSIGNED_SHORT, layer->meshIndices); 1720 1721 finishDrawTexture(); 1722 1723#if DEBUG_LAYERS_AS_REGIONS 1724 drawRegionRects(layer->region); 1725#endif 1726 } 1727 } 1728#else 1729 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 1730 composeLayerRect(layer, r); 1731#endif 1732} 1733 1734/////////////////////////////////////////////////////////////////////////////// 1735// Shaders 1736/////////////////////////////////////////////////////////////////////////////// 1737 1738void OpenGLRenderer::resetShader() { 1739 mShader = NULL; 1740} 1741 1742void OpenGLRenderer::setupShader(SkiaShader* shader) { 1743 mShader = shader; 1744 if (mShader) { 1745 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 1746 } 1747} 1748 1749/////////////////////////////////////////////////////////////////////////////// 1750// Color filters 1751/////////////////////////////////////////////////////////////////////////////// 1752 1753void OpenGLRenderer::resetColorFilter() { 1754 mColorFilter = NULL; 1755} 1756 1757void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 1758 mColorFilter = filter; 1759} 1760 1761/////////////////////////////////////////////////////////////////////////////// 1762// Drop shadow 1763/////////////////////////////////////////////////////////////////////////////// 1764 1765void OpenGLRenderer::resetShadow() { 1766 mHasShadow = false; 1767} 1768 1769void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 1770 mHasShadow = true; 1771 mShadowRadius = radius; 1772 mShadowDx = dx; 1773 mShadowDy = dy; 1774 mShadowColor = color; 1775} 1776 1777/////////////////////////////////////////////////////////////////////////////// 1778// Drawing implementation 1779/////////////////////////////////////////////////////////////////////////////// 1780 1781void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 1782 float x, float y, SkPaint* paint) { 1783 if (quickReject(x, y, x + texture->width, y + texture->height)) { 1784 return; 1785 } 1786 1787 int alpha; 1788 SkXfermode::Mode mode; 1789 getAlphaAndMode(paint, &alpha, &mode); 1790 1791 setupDraw(); 1792 setupDrawWithTexture(true); 1793 setupDrawAlpha8Color(paint->getColor(), alpha); 1794 setupDrawColorFilter(); 1795 setupDrawShader(); 1796 setupDrawBlending(true, mode); 1797 setupDrawProgram(); 1798 setupDrawModelView(x, y, x + texture->width, y + texture->height); 1799 setupDrawTexture(texture->id); 1800 setupDrawPureColorUniforms(); 1801 setupDrawColorFilterUniforms(); 1802 setupDrawShaderUniforms(); 1803 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1804 1805 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1806 1807 finishDrawTexture(); 1808} 1809 1810// Same values used by Skia 1811#define kStdStrikeThru_Offset (-6.0f / 21.0f) 1812#define kStdUnderline_Offset (1.0f / 9.0f) 1813#define kStdUnderline_Thickness (1.0f / 18.0f) 1814 1815void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 1816 float x, float y, SkPaint* paint) { 1817 // Handle underline and strike-through 1818 uint32_t flags = paint->getFlags(); 1819 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 1820 float underlineWidth = length; 1821 // If length is > 0.0f, we already measured the text for the text alignment 1822 if (length <= 0.0f) { 1823 underlineWidth = paint->measureText(text, bytesCount); 1824 } 1825 1826 float offsetX = 0; 1827 switch (paint->getTextAlign()) { 1828 case SkPaint::kCenter_Align: 1829 offsetX = underlineWidth * 0.5f; 1830 break; 1831 case SkPaint::kRight_Align: 1832 offsetX = underlineWidth; 1833 break; 1834 default: 1835 break; 1836 } 1837 1838 if (underlineWidth > 0.0f) { 1839 const float textSize = paint->getTextSize(); 1840 // TODO: Support stroke width < 1.0f when we have AA lines 1841 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 1842 1843 const float left = x - offsetX; 1844 float top = 0.0f; 1845 1846 int linesCount = 0; 1847 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 1848 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 1849 1850 const int pointsCount = 4 * linesCount; 1851 float points[pointsCount]; 1852 int currentPoint = 0; 1853 1854 if (flags & SkPaint::kUnderlineText_Flag) { 1855 top = y + textSize * kStdUnderline_Offset; 1856 points[currentPoint++] = left; 1857 points[currentPoint++] = top; 1858 points[currentPoint++] = left + underlineWidth; 1859 points[currentPoint++] = top; 1860 } 1861 1862 if (flags & SkPaint::kStrikeThruText_Flag) { 1863 top = y + textSize * kStdStrikeThru_Offset; 1864 points[currentPoint++] = left; 1865 points[currentPoint++] = top; 1866 points[currentPoint++] = left + underlineWidth; 1867 points[currentPoint++] = top; 1868 } 1869 1870 SkPaint linesPaint(*paint); 1871 linesPaint.setStrokeWidth(strokeWidth); 1872 1873 drawLines(&points[0], pointsCount, &linesPaint); 1874 } 1875 } 1876} 1877 1878void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1879 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1880 // If a shader is set, preserve only the alpha 1881 if (mShader) { 1882 color |= 0x00ffffff; 1883 } 1884 1885 setupDraw(); 1886 setupDrawColor(color); 1887 setupDrawShader(); 1888 setupDrawColorFilter(); 1889 setupDrawBlending(mode); 1890 setupDrawProgram(); 1891 setupDrawModelView(left, top, right, bottom, ignoreTransform); 1892 setupDrawColorUniforms(); 1893 setupDrawShaderUniforms(ignoreTransform); 1894 setupDrawColorFilterUniforms(); 1895 setupDrawSimpleMesh(); 1896 1897 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1898} 1899 1900void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1901 Texture* texture, SkPaint* paint) { 1902 int alpha; 1903 SkXfermode::Mode mode; 1904 getAlphaAndMode(paint, &alpha, &mode); 1905 1906 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1907 1908 if (mSnapshot->transform->isPureTranslate()) { 1909 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1910 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1911 1912 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1913 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 1914 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 1915 } else { 1916 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1917 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1918 GL_TRIANGLE_STRIP, gMeshCount); 1919 } 1920} 1921 1922void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1923 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1924 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1925 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 1926} 1927 1928void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1929 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1930 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1931 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 1932 1933 setupDraw(); 1934 setupDrawWithTexture(); 1935 setupDrawColor(alpha, alpha, alpha, alpha); 1936 setupDrawColorFilter(); 1937 setupDrawBlending(blend, mode, swapSrcDst); 1938 setupDrawProgram(); 1939 if (!dirty) { 1940 setupDrawDirtyRegionsDisabled(); 1941 } 1942 if (!ignoreScale) { 1943 setupDrawModelView(left, top, right, bottom, ignoreTransform); 1944 } else { 1945 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 1946 } 1947 setupDrawPureColorUniforms(); 1948 setupDrawColorFilterUniforms(); 1949 setupDrawTexture(texture); 1950 setupDrawMesh(vertices, texCoords, vbo); 1951 1952 glDrawArrays(drawMode, 0, elementsCount); 1953 1954 finishDrawTexture(); 1955} 1956 1957void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 1958 ProgramDescription& description, bool swapSrcDst) { 1959 blend = blend || mode != SkXfermode::kSrcOver_Mode; 1960 if (blend) { 1961 if (mode < SkXfermode::kPlus_Mode) { 1962 if (!mCaches.blend) { 1963 glEnable(GL_BLEND); 1964 } 1965 1966 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 1967 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 1968 1969 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 1970 glBlendFunc(sourceMode, destMode); 1971 mCaches.lastSrcMode = sourceMode; 1972 mCaches.lastDstMode = destMode; 1973 } 1974 } else { 1975 // These blend modes are not supported by OpenGL directly and have 1976 // to be implemented using shaders. Since the shader will perform 1977 // the blending, turn blending off here 1978 if (mCaches.extensions.hasFramebufferFetch()) { 1979 description.framebufferMode = mode; 1980 description.swapSrcDst = swapSrcDst; 1981 } 1982 1983 if (mCaches.blend) { 1984 glDisable(GL_BLEND); 1985 } 1986 blend = false; 1987 } 1988 } else if (mCaches.blend) { 1989 glDisable(GL_BLEND); 1990 } 1991 mCaches.blend = blend; 1992} 1993 1994bool OpenGLRenderer::useProgram(Program* program) { 1995 if (!program->isInUse()) { 1996 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 1997 program->use(); 1998 mCaches.currentProgram = program; 1999 return false; 2000 } 2001 return true; 2002} 2003 2004void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2005 TextureVertex* v = &mMeshVertices[0]; 2006 TextureVertex::setUV(v++, u1, v1); 2007 TextureVertex::setUV(v++, u2, v1); 2008 TextureVertex::setUV(v++, u1, v2); 2009 TextureVertex::setUV(v++, u2, v2); 2010} 2011 2012void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2013 if (paint) { 2014 if (!mCaches.extensions.hasFramebufferFetch()) { 2015 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 2016 if (!isMode) { 2017 // Assume SRC_OVER 2018 *mode = SkXfermode::kSrcOver_Mode; 2019 } 2020 } else { 2021 *mode = getXfermode(paint->getXfermode()); 2022 } 2023 2024 // Skia draws using the color's alpha channel if < 255 2025 // Otherwise, it uses the paint's alpha 2026 int color = paint->getColor(); 2027 *alpha = (color >> 24) & 0xFF; 2028 if (*alpha == 255) { 2029 *alpha = paint->getAlpha(); 2030 } 2031 } else { 2032 *mode = SkXfermode::kSrcOver_Mode; 2033 *alpha = 255; 2034 } 2035} 2036 2037SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 2038 // In the future we should look at unifying the Porter-Duff modes and 2039 // SkXferModes so that we can use SkXfermode::IsMode(xfer, &mode). 2040 if (mode == NULL) { 2041 return SkXfermode::kSrcOver_Mode; 2042 } 2043 return mode->fMode; 2044} 2045 2046void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) { 2047 bool bound = false; 2048 if (wrapS != texture->wrapS) { 2049 glBindTexture(GL_TEXTURE_2D, texture->id); 2050 bound = true; 2051 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 2052 texture->wrapS = wrapS; 2053 } 2054 if (wrapT != texture->wrapT) { 2055 if (!bound) { 2056 glBindTexture(GL_TEXTURE_2D, texture->id); 2057 } 2058 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 2059 texture->wrapT = wrapT; 2060 } 2061} 2062 2063}; // namespace uirenderer 2064}; // namespace android 2065