OpenGLRenderer.cpp revision cb4d6009576cf08195dc23f341a3f4939c0878bb
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkPathMeasure.h> 25#include <SkTypeface.h> 26 27#include <utils/Log.h> 28#include <utils/StopWatch.h> 29 30#include <private/hwui/DrawGlInfo.h> 31 32#include <ui/Rect.h> 33 34#include "OpenGLRenderer.h" 35#include "DisplayListRenderer.h" 36#include "PathRenderer.h" 37#include "Properties.h" 38#include "Vector.h" 39 40namespace android { 41namespace uirenderer { 42 43/////////////////////////////////////////////////////////////////////////////// 44// Defines 45/////////////////////////////////////////////////////////////////////////////// 46 47#define RAD_TO_DEG (180.0f / 3.14159265f) 48#define MIN_ANGLE 0.001f 49 50#define ALPHA_THRESHOLD 0 51 52#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 53 54/////////////////////////////////////////////////////////////////////////////// 55// Globals 56/////////////////////////////////////////////////////////////////////////////// 57 58/** 59 * Structure mapping Skia xfermodes to OpenGL blending factors. 60 */ 61struct Blender { 62 SkXfermode::Mode mode; 63 GLenum src; 64 GLenum dst; 65}; // struct Blender 66 67// In this array, the index of each Blender equals the value of the first 68// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 69static const Blender gBlends[] = { 70 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 71 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 72 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 73 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 74 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 75 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 76 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 77 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 78 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 79 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 81 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 82 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 83 { SkXfermode::kMultiply_Mode, GL_ZERO, GL_SRC_COLOR }, 84 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 85}; 86 87// This array contains the swapped version of each SkXfermode. For instance 88// this array's SrcOver blending mode is actually DstOver. You can refer to 89// createLayer() for more information on the purpose of this array. 90static const Blender gBlendsSwap[] = { 91 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 92 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 93 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 94 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 95 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 96 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 97 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 98 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 99 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 100 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 101 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 102 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 103 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 104 { SkXfermode::kMultiply_Mode, GL_DST_COLOR, GL_ZERO }, 105 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 106}; 107 108/////////////////////////////////////////////////////////////////////////////// 109// Constructors/destructor 110/////////////////////////////////////////////////////////////////////////////// 111 112OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 113 mShader = NULL; 114 mColorFilter = NULL; 115 mHasShadow = false; 116 mHasDrawFilter = false; 117 118 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 119 120 mFirstSnapshot = new Snapshot; 121 122 mScissorOptimizationDisabled = false; 123} 124 125OpenGLRenderer::~OpenGLRenderer() { 126 // The context has already been destroyed at this point, do not call 127 // GL APIs. All GL state should be kept in Caches.h 128} 129 130void OpenGLRenderer::initProperties() { 131 char property[PROPERTY_VALUE_MAX]; 132 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 133 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 134 INIT_LOGD(" Scissor optimization %s", 135 mScissorOptimizationDisabled ? "disabled" : "enabled"); 136 } else { 137 INIT_LOGD(" Scissor optimization enabled"); 138 } 139} 140 141/////////////////////////////////////////////////////////////////////////////// 142// Setup 143/////////////////////////////////////////////////////////////////////////////// 144 145bool OpenGLRenderer::isDeferred() { 146 return false; 147} 148 149void OpenGLRenderer::setViewport(int width, int height) { 150 initViewport(width, height); 151 152 glDisable(GL_DITHER); 153 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 154 155 glEnableVertexAttribArray(Program::kBindingPosition); 156} 157 158void OpenGLRenderer::initViewport(int width, int height) { 159 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 160 161 mWidth = width; 162 mHeight = height; 163 164 mFirstSnapshot->height = height; 165 mFirstSnapshot->viewport.set(0, 0, width, height); 166} 167 168int OpenGLRenderer::prepare(bool opaque) { 169 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 170} 171 172int OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 173 mCaches.clearGarbage(); 174 175 mSnapshot = new Snapshot(mFirstSnapshot, 176 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 177 mSnapshot->fbo = getTargetFbo(); 178 mSaveCount = 1; 179 180 mSnapshot->setClip(left, top, right, bottom); 181 mDirtyClip = opaque; 182 183 updateLayers(); 184 185 // If we know that we are going to redraw the entire framebuffer, 186 // perform a discard to let the driver know we don't need to preserve 187 // the back buffer for this frame. 188 if (mCaches.extensions.hasDiscardFramebuffer() && 189 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 190 const GLenum attachments[] = { getTargetFbo() == 0 ? GL_COLOR_EXT : GL_COLOR_ATTACHMENT0 }; 191 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 192 } 193 194 syncState(); 195 196 mTilingSnapshot = mSnapshot; 197 startTiling(mTilingSnapshot, true); 198 199 debugOverdraw(true, true); 200 201 if (!opaque) { 202 mCaches.enableScissor(); 203 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 204 glClear(GL_COLOR_BUFFER_BIT); 205 return DrawGlInfo::kStatusDrew; 206 } else { 207 mCaches.resetScissor(); 208 } 209 210 return DrawGlInfo::kStatusDone; 211} 212 213void OpenGLRenderer::syncState() { 214 glViewport(0, 0, mWidth, mHeight); 215 216 if (mCaches.blend) { 217 glEnable(GL_BLEND); 218 } else { 219 glDisable(GL_BLEND); 220 } 221} 222 223void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 224 Rect* clip = mTilingSnapshot->clipRect; 225 if (s->flags & Snapshot::kFlagIsFboLayer) { 226 clip = s->clipRect; 227 } 228 229 mCaches.startTiling(clip->left, s->height - clip->bottom, 230 clip->right - clip->left, clip->bottom - clip->top, opaque); 231} 232 233void OpenGLRenderer::endTiling() { 234 mCaches.endTiling(); 235} 236 237void OpenGLRenderer::finish() { 238 renderOverdraw(); 239 endTiling(); 240 241 if (!suppressErrorChecks()) { 242#if DEBUG_OPENGL 243 GLenum status = GL_NO_ERROR; 244 while ((status = glGetError()) != GL_NO_ERROR) { 245 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 246 switch (status) { 247 case GL_INVALID_ENUM: 248 ALOGE(" GL_INVALID_ENUM"); 249 break; 250 case GL_INVALID_VALUE: 251 ALOGE(" GL_INVALID_VALUE"); 252 break; 253 case GL_INVALID_OPERATION: 254 ALOGE(" GL_INVALID_OPERATION"); 255 break; 256 case GL_OUT_OF_MEMORY: 257 ALOGE(" Out of memory!"); 258 break; 259 } 260 } 261#endif 262 263#if DEBUG_MEMORY_USAGE 264 mCaches.dumpMemoryUsage(); 265#else 266 if (mCaches.getDebugLevel() & kDebugMemory) { 267 mCaches.dumpMemoryUsage(); 268 } 269#endif 270 } 271} 272 273void OpenGLRenderer::interrupt() { 274 if (mCaches.currentProgram) { 275 if (mCaches.currentProgram->isInUse()) { 276 mCaches.currentProgram->remove(); 277 mCaches.currentProgram = NULL; 278 } 279 } 280 mCaches.unbindMeshBuffer(); 281 mCaches.unbindIndicesBuffer(); 282 mCaches.resetVertexPointers(); 283 mCaches.disbaleTexCoordsVertexArray(); 284 debugOverdraw(false, false); 285} 286 287void OpenGLRenderer::resume() { 288 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 289 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 290 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 291 debugOverdraw(true, false); 292 293 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 294 295 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 296 mCaches.enableScissor(); 297 mCaches.resetScissor(); 298 dirtyClip(); 299 300 mCaches.activeTexture(0); 301 302 mCaches.blend = true; 303 glEnable(GL_BLEND); 304 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 305 glBlendEquation(GL_FUNC_ADD); 306} 307 308void OpenGLRenderer::resumeAfterLayer() { 309 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 310 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 311 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 312 debugOverdraw(true, false); 313 314 mCaches.resetScissor(); 315 dirtyClip(); 316} 317 318void OpenGLRenderer::detachFunctor(Functor* functor) { 319 mFunctors.remove(functor); 320} 321 322void OpenGLRenderer::attachFunctor(Functor* functor) { 323 mFunctors.add(functor); 324} 325 326status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 327 status_t result = DrawGlInfo::kStatusDone; 328 size_t count = mFunctors.size(); 329 330 if (count > 0) { 331 SortedVector<Functor*> functors(mFunctors); 332 mFunctors.clear(); 333 334 DrawGlInfo info; 335 info.clipLeft = 0; 336 info.clipTop = 0; 337 info.clipRight = 0; 338 info.clipBottom = 0; 339 info.isLayer = false; 340 info.width = 0; 341 info.height = 0; 342 memset(info.transform, 0, sizeof(float) * 16); 343 344 for (size_t i = 0; i < count; i++) { 345 Functor* f = functors.itemAt(i); 346 result |= (*f)(DrawGlInfo::kModeProcess, &info); 347 348 if (result & DrawGlInfo::kStatusDraw) { 349 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 350 dirty.unionWith(localDirty); 351 } 352 353 if (result & DrawGlInfo::kStatusInvoke) { 354 mFunctors.add(f); 355 } 356 } 357 // protect against functors binding to other buffers 358 mCaches.unbindMeshBuffer(); 359 mCaches.unbindIndicesBuffer(); 360 mCaches.activeTexture(0); 361 } 362 363 return result; 364} 365 366status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 367 interrupt(); 368 detachFunctor(functor); 369 370 mCaches.enableScissor(); 371 if (mDirtyClip) { 372 setScissorFromClip(); 373 } 374 375 Rect clip(*mSnapshot->clipRect); 376 clip.snapToPixelBoundaries(); 377 378 // Since we don't know what the functor will draw, let's dirty 379 // tne entire clip region 380 if (hasLayer()) { 381 dirtyLayerUnchecked(clip, getRegion()); 382 } 383 384 DrawGlInfo info; 385 info.clipLeft = clip.left; 386 info.clipTop = clip.top; 387 info.clipRight = clip.right; 388 info.clipBottom = clip.bottom; 389 info.isLayer = hasLayer(); 390 info.width = getSnapshot()->viewport.getWidth(); 391 info.height = getSnapshot()->height; 392 getSnapshot()->transform->copyTo(&info.transform[0]); 393 394 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew; 395 396 if (result != DrawGlInfo::kStatusDone) { 397 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 398 dirty.unionWith(localDirty); 399 400 if (result & DrawGlInfo::kStatusInvoke) { 401 mFunctors.add(functor); 402 } 403 } 404 405 resume(); 406 return result; 407} 408 409/////////////////////////////////////////////////////////////////////////////// 410// Debug 411/////////////////////////////////////////////////////////////////////////////// 412 413void OpenGLRenderer::startMark(const char* name) const { 414 mCaches.startMark(0, name); 415} 416 417void OpenGLRenderer::endMark() const { 418 mCaches.endMark(); 419} 420 421void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 422 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 423 if (clear) { 424 mCaches.disableScissor(); 425 mCaches.stencil.clear(); 426 } 427 if (enable) { 428 mCaches.stencil.enableDebugWrite(); 429 } else { 430 mCaches.stencil.disable(); 431 } 432 } 433} 434 435void OpenGLRenderer::renderOverdraw() { 436 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 437 const Rect* clip = mTilingSnapshot->clipRect; 438 439 mCaches.enableScissor(); 440 mCaches.setScissor(clip->left, mTilingSnapshot->height - clip->bottom, 441 clip->right - clip->left, clip->bottom - clip->top); 442 443 mCaches.stencil.enableDebugTest(2); 444 drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode); 445 mCaches.stencil.enableDebugTest(3); 446 drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode); 447 mCaches.stencil.enableDebugTest(4); 448 drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode); 449 mCaches.stencil.enableDebugTest(4, true); 450 drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode); 451 mCaches.stencil.disable(); 452 } 453} 454 455/////////////////////////////////////////////////////////////////////////////// 456// Layers 457/////////////////////////////////////////////////////////////////////////////// 458 459bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 460 if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) { 461 OpenGLRenderer* renderer = layer->renderer; 462 Rect& dirty = layer->dirtyRect; 463 464 if (inFrame) { 465 endTiling(); 466 debugOverdraw(false, false); 467 } 468 469 renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight()); 470 renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend()); 471 renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren); 472 renderer->finish(); 473 474 if (inFrame) { 475 resumeAfterLayer(); 476 startTiling(mSnapshot); 477 } 478 479 dirty.setEmpty(); 480 layer->deferredUpdateScheduled = false; 481 layer->renderer = NULL; 482 layer->displayList = NULL; 483 484 return true; 485 } 486 487 return false; 488} 489 490void OpenGLRenderer::updateLayers() { 491 int count = mLayerUpdates.size(); 492 if (count > 0) { 493 startMark("Layer Updates"); 494 495 // Note: it is very important to update the layers in reverse order 496 for (int i = count - 1; i >= 0; i--) { 497 Layer* layer = mLayerUpdates.itemAt(i); 498 updateLayer(layer, false); 499 mCaches.resourceCache.decrementRefcount(layer); 500 } 501 mLayerUpdates.clear(); 502 503 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 504 endMark(); 505 } 506} 507 508void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 509 if (layer) { 510 mLayerUpdates.push_back(layer); 511 mCaches.resourceCache.incrementRefcount(layer); 512 } 513} 514 515void OpenGLRenderer::clearLayerUpdates() { 516 size_t count = mLayerUpdates.size(); 517 if (count > 0) { 518 mCaches.resourceCache.lock(); 519 for (size_t i = 0; i < count; i++) { 520 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 521 } 522 mCaches.resourceCache.unlock(); 523 mLayerUpdates.clear(); 524 } 525} 526 527/////////////////////////////////////////////////////////////////////////////// 528// State management 529/////////////////////////////////////////////////////////////////////////////// 530 531int OpenGLRenderer::getSaveCount() const { 532 return mSaveCount; 533} 534 535int OpenGLRenderer::save(int flags) { 536 return saveSnapshot(flags); 537} 538 539void OpenGLRenderer::restore() { 540 if (mSaveCount > 1) { 541 restoreSnapshot(); 542 } 543} 544 545void OpenGLRenderer::restoreToCount(int saveCount) { 546 if (saveCount < 1) saveCount = 1; 547 548 while (mSaveCount > saveCount) { 549 restoreSnapshot(); 550 } 551} 552 553int OpenGLRenderer::saveSnapshot(int flags) { 554 mSnapshot = new Snapshot(mSnapshot, flags); 555 return mSaveCount++; 556} 557 558bool OpenGLRenderer::restoreSnapshot() { 559 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 560 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 561 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 562 563 sp<Snapshot> current = mSnapshot; 564 sp<Snapshot> previous = mSnapshot->previous; 565 566 if (restoreOrtho) { 567 Rect& r = previous->viewport; 568 glViewport(r.left, r.top, r.right, r.bottom); 569 mOrthoMatrix.load(current->orthoMatrix); 570 } 571 572 mSaveCount--; 573 mSnapshot = previous; 574 575 if (restoreClip) { 576 dirtyClip(); 577 } 578 579 if (restoreLayer) { 580 composeLayer(current, previous); 581 } 582 583 return restoreClip; 584} 585 586/////////////////////////////////////////////////////////////////////////////// 587// Layers 588/////////////////////////////////////////////////////////////////////////////// 589 590int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 591 SkPaint* p, int flags) { 592 const GLuint previousFbo = mSnapshot->fbo; 593 const int count = saveSnapshot(flags); 594 595 if (!mSnapshot->isIgnored()) { 596 int alpha = 255; 597 SkXfermode::Mode mode; 598 599 if (p) { 600 alpha = p->getAlpha(); 601 mode = getXfermode(p->getXfermode()); 602 } else { 603 mode = SkXfermode::kSrcOver_Mode; 604 } 605 606 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 607 } 608 609 return count; 610} 611 612int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 613 int alpha, int flags) { 614 if (alpha >= 255) { 615 return saveLayer(left, top, right, bottom, NULL, flags); 616 } else { 617 SkPaint paint; 618 paint.setAlpha(alpha); 619 return saveLayer(left, top, right, bottom, &paint, flags); 620 } 621} 622 623/** 624 * Layers are viewed by Skia are slightly different than layers in image editing 625 * programs (for instance.) When a layer is created, previously created layers 626 * and the frame buffer still receive every drawing command. For instance, if a 627 * layer is created and a shape intersecting the bounds of the layers and the 628 * framebuffer is draw, the shape will be drawn on both (unless the layer was 629 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 630 * 631 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 632 * texture. Unfortunately, this is inefficient as it requires every primitive to 633 * be drawn n + 1 times, where n is the number of active layers. In practice this 634 * means, for every primitive: 635 * - Switch active frame buffer 636 * - Change viewport, clip and projection matrix 637 * - Issue the drawing 638 * 639 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 640 * To avoid this, layers are implemented in a different way here, at least in the 641 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 642 * is set. When this flag is set we can redirect all drawing operations into a 643 * single FBO. 644 * 645 * This implementation relies on the frame buffer being at least RGBA 8888. When 646 * a layer is created, only a texture is created, not an FBO. The content of the 647 * frame buffer contained within the layer's bounds is copied into this texture 648 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 649 * buffer and drawing continues as normal. This technique therefore treats the 650 * frame buffer as a scratch buffer for the layers. 651 * 652 * To compose the layers back onto the frame buffer, each layer texture 653 * (containing the original frame buffer data) is drawn as a simple quad over 654 * the frame buffer. The trick is that the quad is set as the composition 655 * destination in the blending equation, and the frame buffer becomes the source 656 * of the composition. 657 * 658 * Drawing layers with an alpha value requires an extra step before composition. 659 * An empty quad is drawn over the layer's region in the frame buffer. This quad 660 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 661 * quad is used to multiply the colors in the frame buffer. This is achieved by 662 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 663 * GL_ZERO, GL_SRC_ALPHA. 664 * 665 * Because glCopyTexImage2D() can be slow, an alternative implementation might 666 * be use to draw a single clipped layer. The implementation described above 667 * is correct in every case. 668 * 669 * (1) The frame buffer is actually not cleared right away. To allow the GPU 670 * to potentially optimize series of calls to glCopyTexImage2D, the frame 671 * buffer is left untouched until the first drawing operation. Only when 672 * something actually gets drawn are the layers regions cleared. 673 */ 674bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 675 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 676 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 677 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 678 679 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 680 681 // Window coordinates of the layer 682 Rect clip; 683 Rect bounds(left, top, right, bottom); 684 Rect untransformedBounds(bounds); 685 mSnapshot->transform->mapRect(bounds); 686 687 // Layers only make sense if they are in the framebuffer's bounds 688 if (bounds.intersect(*mSnapshot->clipRect)) { 689 // We cannot work with sub-pixels in this case 690 bounds.snapToPixelBoundaries(); 691 692 // When the layer is not an FBO, we may use glCopyTexImage so we 693 // need to make sure the layer does not extend outside the bounds 694 // of the framebuffer 695 if (!bounds.intersect(mSnapshot->previous->viewport)) { 696 bounds.setEmpty(); 697 } else if (fboLayer) { 698 clip.set(bounds); 699 mat4 inverse; 700 inverse.loadInverse(*mSnapshot->transform); 701 inverse.mapRect(clip); 702 clip.snapToPixelBoundaries(); 703 if (clip.intersect(untransformedBounds)) { 704 clip.translate(-left, -top); 705 bounds.set(untransformedBounds); 706 } else { 707 clip.setEmpty(); 708 } 709 } 710 } else { 711 bounds.setEmpty(); 712 } 713 714 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 715 bounds.getHeight() > mCaches.maxTextureSize || 716 (fboLayer && clip.isEmpty())) { 717 mSnapshot->empty = fboLayer; 718 } else { 719 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 720 } 721 722 // Bail out if we won't draw in this snapshot 723 if (mSnapshot->invisible || mSnapshot->empty) { 724 return false; 725 } 726 727 mCaches.activeTexture(0); 728 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 729 if (!layer) { 730 return false; 731 } 732 733 layer->setAlpha(alpha, mode); 734 layer->layer.set(bounds); 735 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 736 bounds.getWidth() / float(layer->getWidth()), 0.0f); 737 layer->setColorFilter(mColorFilter); 738 layer->setBlend(true); 739 740 // Save the layer in the snapshot 741 mSnapshot->flags |= Snapshot::kFlagIsLayer; 742 mSnapshot->layer = layer; 743 744 if (fboLayer) { 745 return createFboLayer(layer, bounds, clip, previousFbo); 746 } else { 747 // Copy the framebuffer into the layer 748 layer->bindTexture(); 749 if (!bounds.isEmpty()) { 750 if (layer->isEmpty()) { 751 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 752 bounds.left, mSnapshot->height - bounds.bottom, 753 layer->getWidth(), layer->getHeight(), 0); 754 layer->setEmpty(false); 755 } else { 756 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 757 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 758 } 759 760 // Enqueue the buffer coordinates to clear the corresponding region later 761 mLayers.push(new Rect(bounds)); 762 } 763 } 764 765 return true; 766} 767 768bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 769 layer->setFbo(mCaches.fboCache.get()); 770 771 mSnapshot->region = &mSnapshot->layer->region; 772 mSnapshot->flags |= Snapshot::kFlagFboTarget; 773 774 mSnapshot->flags |= Snapshot::kFlagIsFboLayer; 775 mSnapshot->fbo = layer->getFbo(); 776 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 777 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 778 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 779 mSnapshot->height = bounds.getHeight(); 780 mSnapshot->flags |= Snapshot::kFlagDirtyOrtho; 781 mSnapshot->orthoMatrix.load(mOrthoMatrix); 782 783 endTiling(); 784 debugOverdraw(false, false); 785 // Bind texture to FBO 786 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 787 layer->bindTexture(); 788 789 // Initialize the texture if needed 790 if (layer->isEmpty()) { 791 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 792 layer->setEmpty(false); 793 } 794 795 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 796 layer->getTexture(), 0); 797 798 startTiling(mSnapshot); 799 800 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 801 mCaches.enableScissor(); 802 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 803 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 804 glClear(GL_COLOR_BUFFER_BIT); 805 806 dirtyClip(); 807 808 // Change the ortho projection 809 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 810 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 811 812 return true; 813} 814 815/** 816 * Read the documentation of createLayer() before doing anything in this method. 817 */ 818void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 819 if (!current->layer) { 820 ALOGE("Attempting to compose a layer that does not exist"); 821 return; 822 } 823 824 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 825 826 if (fboLayer) { 827 endTiling(); 828 829 // Detach the texture from the FBO 830 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 831 // Unbind current FBO and restore previous one 832 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 833 debugOverdraw(true, false); 834 835 startTiling(previous); 836 } 837 838 Layer* layer = current->layer; 839 const Rect& rect = layer->layer; 840 841 if (!fboLayer && layer->getAlpha() < 255) { 842 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 843 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 844 // Required below, composeLayerRect() will divide by 255 845 layer->setAlpha(255); 846 } 847 848 mCaches.unbindMeshBuffer(); 849 850 mCaches.activeTexture(0); 851 852 // When the layer is stored in an FBO, we can save a bit of fillrate by 853 // drawing only the dirty region 854 if (fboLayer) { 855 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 856 if (layer->getColorFilter()) { 857 setupColorFilter(layer->getColorFilter()); 858 } 859 composeLayerRegion(layer, rect); 860 if (layer->getColorFilter()) { 861 resetColorFilter(); 862 } 863 } else if (!rect.isEmpty()) { 864 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 865 composeLayerRect(layer, rect, true); 866 } 867 868 if (fboLayer) { 869 // Note: No need to use glDiscardFramebufferEXT() since we never 870 // create/compose layers that are not on screen with this 871 // code path 872 // See LayerRenderer::destroyLayer(Layer*) 873 874 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 875 mCaches.fboCache.put(current->fbo); 876 layer->setFbo(0); 877 } 878 879 dirtyClip(); 880 881 // Failing to add the layer to the cache should happen only if the layer is too large 882 if (!mCaches.layerCache.put(layer)) { 883 LAYER_LOGD("Deleting layer"); 884 Caches::getInstance().resourceCache.decrementRefcount(layer); 885 } 886} 887 888void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 889 float alpha = layer->getAlpha() / 255.0f; 890 891 mat4& transform = layer->getTransform(); 892 if (!transform.isIdentity()) { 893 save(0); 894 mSnapshot->transform->multiply(transform); 895 } 896 897 setupDraw(); 898 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 899 setupDrawWithTexture(); 900 } else { 901 setupDrawWithExternalTexture(); 902 } 903 setupDrawTextureTransform(); 904 setupDrawColor(alpha, alpha, alpha, alpha); 905 setupDrawColorFilter(); 906 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 907 setupDrawProgram(); 908 setupDrawPureColorUniforms(); 909 setupDrawColorFilterUniforms(); 910 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 911 setupDrawTexture(layer->getTexture()); 912 } else { 913 setupDrawExternalTexture(layer->getTexture()); 914 } 915 if (mSnapshot->transform->isPureTranslate() && 916 layer->getWidth() == (uint32_t) rect.getWidth() && 917 layer->getHeight() == (uint32_t) rect.getHeight()) { 918 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 919 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 920 921 layer->setFilter(GL_NEAREST); 922 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 923 } else { 924 layer->setFilter(GL_LINEAR); 925 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 926 } 927 setupDrawTextureTransformUniforms(layer->getTexTransform()); 928 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 929 930 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 931 932 finishDrawTexture(); 933 934 if (!transform.isIdentity()) { 935 restore(); 936 } 937} 938 939void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 940 if (!layer->isTextureLayer()) { 941 const Rect& texCoords = layer->texCoords; 942 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 943 texCoords.right, texCoords.bottom); 944 945 float x = rect.left; 946 float y = rect.top; 947 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 948 layer->getWidth() == (uint32_t) rect.getWidth() && 949 layer->getHeight() == (uint32_t) rect.getHeight(); 950 951 if (simpleTransform) { 952 // When we're swapping, the layer is already in screen coordinates 953 if (!swap) { 954 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 955 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 956 } 957 958 layer->setFilter(GL_NEAREST, true); 959 } else { 960 layer->setFilter(GL_LINEAR, true); 961 } 962 963 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 964 layer->getTexture(), layer->getAlpha() / 255.0f, 965 layer->getMode(), layer->isBlend(), 966 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 967 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 968 969 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 970 } else { 971 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 972 drawTextureLayer(layer, rect); 973 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 974 } 975} 976 977void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 978 if (layer->region.isRect()) { 979 layer->setRegionAsRect(); 980 981 composeLayerRect(layer, layer->regionRect); 982 983 layer->region.clear(); 984 return; 985 } 986 987 // TODO: See LayerRenderer.cpp::generateMesh() for important 988 // information about this implementation 989 if (CC_LIKELY(!layer->region.isEmpty())) { 990 size_t count; 991 const android::Rect* rects = layer->region.getArray(&count); 992 993 const float alpha = layer->getAlpha() / 255.0f; 994 const float texX = 1.0f / float(layer->getWidth()); 995 const float texY = 1.0f / float(layer->getHeight()); 996 const float height = rect.getHeight(); 997 998 TextureVertex* mesh = mCaches.getRegionMesh(); 999 GLsizei numQuads = 0; 1000 1001 setupDraw(); 1002 setupDrawWithTexture(); 1003 setupDrawColor(alpha, alpha, alpha, alpha); 1004 setupDrawColorFilter(); 1005 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1006 setupDrawProgram(); 1007 setupDrawDirtyRegionsDisabled(); 1008 setupDrawPureColorUniforms(); 1009 setupDrawColorFilterUniforms(); 1010 setupDrawTexture(layer->getTexture()); 1011 if (mSnapshot->transform->isPureTranslate()) { 1012 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 1013 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 1014 1015 layer->setFilter(GL_NEAREST); 1016 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1017 } else { 1018 layer->setFilter(GL_LINEAR); 1019 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1020 } 1021 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 1022 1023 for (size_t i = 0; i < count; i++) { 1024 const android::Rect* r = &rects[i]; 1025 1026 const float u1 = r->left * texX; 1027 const float v1 = (height - r->top) * texY; 1028 const float u2 = r->right * texX; 1029 const float v2 = (height - r->bottom) * texY; 1030 1031 // TODO: Reject quads outside of the clip 1032 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1033 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1034 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1035 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1036 1037 numQuads++; 1038 1039 if (numQuads >= REGION_MESH_QUAD_COUNT) { 1040 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 1041 numQuads = 0; 1042 mesh = mCaches.getRegionMesh(); 1043 } 1044 } 1045 1046 if (numQuads > 0) { 1047 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 1048 } 1049 1050 finishDrawTexture(); 1051 1052#if DEBUG_LAYERS_AS_REGIONS 1053 drawRegionRects(layer->region); 1054#endif 1055 1056 layer->region.clear(); 1057 } 1058} 1059 1060void OpenGLRenderer::drawRegionRects(const Region& region) { 1061#if DEBUG_LAYERS_AS_REGIONS 1062 size_t count; 1063 const android::Rect* rects = region.getArray(&count); 1064 1065 uint32_t colors[] = { 1066 0x7fff0000, 0x7f00ff00, 1067 0x7f0000ff, 0x7fff00ff, 1068 }; 1069 1070 int offset = 0; 1071 int32_t top = rects[0].top; 1072 1073 for (size_t i = 0; i < count; i++) { 1074 if (top != rects[i].top) { 1075 offset ^= 0x2; 1076 top = rects[i].top; 1077 } 1078 1079 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1080 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1081 SkXfermode::kSrcOver_Mode); 1082 } 1083#endif 1084} 1085 1086void OpenGLRenderer::dirtyLayer(const float left, const float top, 1087 const float right, const float bottom, const mat4 transform) { 1088 if (hasLayer()) { 1089 Rect bounds(left, top, right, bottom); 1090 transform.mapRect(bounds); 1091 dirtyLayerUnchecked(bounds, getRegion()); 1092 } 1093} 1094 1095void OpenGLRenderer::dirtyLayer(const float left, const float top, 1096 const float right, const float bottom) { 1097 if (hasLayer()) { 1098 Rect bounds(left, top, right, bottom); 1099 dirtyLayerUnchecked(bounds, getRegion()); 1100 } 1101} 1102 1103void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1104 if (bounds.intersect(*mSnapshot->clipRect)) { 1105 bounds.snapToPixelBoundaries(); 1106 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1107 if (!dirty.isEmpty()) { 1108 region->orSelf(dirty); 1109 } 1110 } 1111} 1112 1113void OpenGLRenderer::clearLayerRegions() { 1114 const size_t count = mLayers.size(); 1115 if (count == 0) return; 1116 1117 if (!mSnapshot->isIgnored()) { 1118 // Doing several glScissor/glClear here can negatively impact 1119 // GPUs with a tiler architecture, instead we draw quads with 1120 // the Clear blending mode 1121 1122 // The list contains bounds that have already been clipped 1123 // against their initial clip rect, and the current clip 1124 // is likely different so we need to disable clipping here 1125 bool scissorChanged = mCaches.disableScissor(); 1126 1127 Vertex mesh[count * 6]; 1128 Vertex* vertex = mesh; 1129 1130 for (uint32_t i = 0; i < count; i++) { 1131 Rect* bounds = mLayers.itemAt(i); 1132 1133 Vertex::set(vertex++, bounds->left, bounds->bottom); 1134 Vertex::set(vertex++, bounds->left, bounds->top); 1135 Vertex::set(vertex++, bounds->right, bounds->top); 1136 Vertex::set(vertex++, bounds->left, bounds->bottom); 1137 Vertex::set(vertex++, bounds->right, bounds->top); 1138 Vertex::set(vertex++, bounds->right, bounds->bottom); 1139 1140 delete bounds; 1141 } 1142 1143 setupDraw(false); 1144 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1145 setupDrawBlending(true, SkXfermode::kClear_Mode); 1146 setupDrawProgram(); 1147 setupDrawPureColorUniforms(); 1148 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1149 setupDrawVertices(&mesh[0].position[0]); 1150 1151 glDrawArrays(GL_TRIANGLES, 0, count * 6); 1152 1153 if (scissorChanged) mCaches.enableScissor(); 1154 } else { 1155 for (uint32_t i = 0; i < count; i++) { 1156 delete mLayers.itemAt(i); 1157 } 1158 } 1159 1160 mLayers.clear(); 1161} 1162 1163/////////////////////////////////////////////////////////////////////////////// 1164// Transforms 1165/////////////////////////////////////////////////////////////////////////////// 1166 1167void OpenGLRenderer::translate(float dx, float dy) { 1168 mSnapshot->transform->translate(dx, dy, 0.0f); 1169} 1170 1171void OpenGLRenderer::rotate(float degrees) { 1172 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 1173} 1174 1175void OpenGLRenderer::scale(float sx, float sy) { 1176 mSnapshot->transform->scale(sx, sy, 1.0f); 1177} 1178 1179void OpenGLRenderer::skew(float sx, float sy) { 1180 mSnapshot->transform->skew(sx, sy); 1181} 1182 1183void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1184 if (matrix) { 1185 mSnapshot->transform->load(*matrix); 1186 } else { 1187 mSnapshot->transform->loadIdentity(); 1188 } 1189} 1190 1191void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1192 mSnapshot->transform->copyTo(*matrix); 1193} 1194 1195void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1196 SkMatrix transform; 1197 mSnapshot->transform->copyTo(transform); 1198 transform.preConcat(*matrix); 1199 mSnapshot->transform->load(transform); 1200} 1201 1202/////////////////////////////////////////////////////////////////////////////// 1203// Clipping 1204/////////////////////////////////////////////////////////////////////////////// 1205 1206void OpenGLRenderer::setScissorFromClip() { 1207 Rect clip(*mSnapshot->clipRect); 1208 clip.snapToPixelBoundaries(); 1209 1210 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1211 clip.getWidth(), clip.getHeight())) { 1212 mDirtyClip = false; 1213 } 1214} 1215 1216const Rect& OpenGLRenderer::getClipBounds() { 1217 return mSnapshot->getLocalClip(); 1218} 1219 1220bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) { 1221 if (mSnapshot->isIgnored()) { 1222 return true; 1223 } 1224 1225 Rect r(left, top, right, bottom); 1226 mSnapshot->transform->mapRect(r); 1227 r.snapToPixelBoundaries(); 1228 1229 Rect clipRect(*mSnapshot->clipRect); 1230 clipRect.snapToPixelBoundaries(); 1231 1232 return !clipRect.intersects(r); 1233} 1234 1235bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1236 Rect& transformed, Rect& clip) { 1237 if (mSnapshot->isIgnored()) { 1238 return true; 1239 } 1240 1241 transformed.set(left, top, right, bottom); 1242 mSnapshot->transform->mapRect(transformed); 1243 transformed.snapToPixelBoundaries(); 1244 1245 clip.set(*mSnapshot->clipRect); 1246 clip.snapToPixelBoundaries(); 1247 1248 return !clip.intersects(transformed); 1249} 1250 1251bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, SkPaint* paint) { 1252 if (paint->getStyle() != SkPaint::kFill_Style) { 1253 float outset = paint->getStrokeWidth() * 0.5f; 1254 return quickReject(left - outset, top - outset, right + outset, bottom + outset); 1255 } else { 1256 return quickReject(left, top, right, bottom); 1257 } 1258} 1259 1260bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1261 if (mSnapshot->isIgnored()) { 1262 return true; 1263 } 1264 1265 Rect r(left, top, right, bottom); 1266 mSnapshot->transform->mapRect(r); 1267 r.snapToPixelBoundaries(); 1268 1269 Rect clipRect(*mSnapshot->clipRect); 1270 clipRect.snapToPixelBoundaries(); 1271 1272 bool rejected = !clipRect.intersects(r); 1273 if (!isDeferred() && !rejected) { 1274 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r)); 1275 } 1276 1277 return rejected; 1278} 1279 1280bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1281 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1282 if (clipped) { 1283 dirtyClip(); 1284 } 1285 return !mSnapshot->clipRect->isEmpty(); 1286} 1287 1288Rect* OpenGLRenderer::getClipRect() { 1289 return mSnapshot->clipRect; 1290} 1291 1292/////////////////////////////////////////////////////////////////////////////// 1293// Drawing commands 1294/////////////////////////////////////////////////////////////////////////////// 1295 1296void OpenGLRenderer::setupDraw(bool clear) { 1297 // TODO: It would be best if we could do this before quickReject() 1298 // changes the scissor test state 1299 if (clear) clearLayerRegions(); 1300 if (mDirtyClip) { 1301 setScissorFromClip(); 1302 } 1303 mDescription.reset(); 1304 mSetShaderColor = false; 1305 mColorSet = false; 1306 mColorA = mColorR = mColorG = mColorB = 0.0f; 1307 mTextureUnit = 0; 1308 mTrackDirtyRegions = true; 1309} 1310 1311void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1312 mDescription.hasTexture = true; 1313 mDescription.hasAlpha8Texture = isAlpha8; 1314} 1315 1316void OpenGLRenderer::setupDrawWithExternalTexture() { 1317 mDescription.hasExternalTexture = true; 1318} 1319 1320void OpenGLRenderer::setupDrawNoTexture() { 1321 mCaches.disbaleTexCoordsVertexArray(); 1322} 1323 1324void OpenGLRenderer::setupDrawAA() { 1325 mDescription.isAA = true; 1326} 1327 1328void OpenGLRenderer::setupDrawVertexShape() { 1329 mDescription.isVertexShape = true; 1330} 1331 1332void OpenGLRenderer::setupDrawPoint(float pointSize) { 1333 mDescription.isPoint = true; 1334 mDescription.pointSize = pointSize; 1335} 1336 1337void OpenGLRenderer::setupDrawColor(int color) { 1338 setupDrawColor(color, (color >> 24) & 0xFF); 1339} 1340 1341void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1342 mColorA = alpha / 255.0f; 1343 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1344 // the rgb values by a instead of also dividing by 255 1345 const float a = mColorA / 255.0f; 1346 mColorR = a * ((color >> 16) & 0xFF); 1347 mColorG = a * ((color >> 8) & 0xFF); 1348 mColorB = a * ((color ) & 0xFF); 1349 mColorSet = true; 1350 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1351} 1352 1353void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1354 mColorA = alpha / 255.0f; 1355 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1356 // the rgb values by a instead of also dividing by 255 1357 const float a = mColorA / 255.0f; 1358 mColorR = a * ((color >> 16) & 0xFF); 1359 mColorG = a * ((color >> 8) & 0xFF); 1360 mColorB = a * ((color ) & 0xFF); 1361 mColorSet = true; 1362 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1363} 1364 1365void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1366 mCaches.fontRenderer->describe(mDescription, paint); 1367} 1368 1369void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1370 mColorA = a; 1371 mColorR = r; 1372 mColorG = g; 1373 mColorB = b; 1374 mColorSet = true; 1375 mSetShaderColor = mDescription.setColor(r, g, b, a); 1376} 1377 1378void OpenGLRenderer::setupDrawShader() { 1379 if (mShader) { 1380 mShader->describe(mDescription, mCaches.extensions); 1381 } 1382} 1383 1384void OpenGLRenderer::setupDrawColorFilter() { 1385 if (mColorFilter) { 1386 mColorFilter->describe(mDescription, mCaches.extensions); 1387 } 1388} 1389 1390void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1391 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1392 mColorA = 1.0f; 1393 mColorR = mColorG = mColorB = 0.0f; 1394 mSetShaderColor = mDescription.modulate = true; 1395 } 1396} 1397 1398void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1399 // When the blending mode is kClear_Mode, we need to use a modulate color 1400 // argb=1,0,0,0 1401 accountForClear(mode); 1402 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1403 mDescription, swapSrcDst); 1404} 1405 1406void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1407 // When the blending mode is kClear_Mode, we need to use a modulate color 1408 // argb=1,0,0,0 1409 accountForClear(mode); 1410 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()) || 1411 (mColorFilter && mColorFilter->blend()), mode, mDescription, swapSrcDst); 1412} 1413 1414void OpenGLRenderer::setupDrawProgram() { 1415 useProgram(mCaches.programCache.get(mDescription)); 1416} 1417 1418void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1419 mTrackDirtyRegions = false; 1420} 1421 1422void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1423 bool ignoreTransform) { 1424 mModelView.loadTranslate(left, top, 0.0f); 1425 if (!ignoreTransform) { 1426 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1427 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1428 } else { 1429 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1430 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1431 } 1432} 1433 1434void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1435 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1436} 1437 1438void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1439 bool ignoreTransform, bool ignoreModelView) { 1440 if (!ignoreModelView) { 1441 mModelView.loadTranslate(left, top, 0.0f); 1442 mModelView.scale(right - left, bottom - top, 1.0f); 1443 } else { 1444 mModelView.loadIdentity(); 1445 } 1446 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1447 if (!ignoreTransform) { 1448 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1449 if (mTrackDirtyRegions && dirty) { 1450 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1451 } 1452 } else { 1453 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1454 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1455 } 1456} 1457 1458void OpenGLRenderer::setupDrawPointUniforms() { 1459 int slot = mCaches.currentProgram->getUniform("pointSize"); 1460 glUniform1f(slot, mDescription.pointSize); 1461} 1462 1463void OpenGLRenderer::setupDrawColorUniforms() { 1464 if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) { 1465 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1466 } 1467} 1468 1469void OpenGLRenderer::setupDrawPureColorUniforms() { 1470 if (mSetShaderColor) { 1471 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1472 } 1473} 1474 1475void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1476 if (mShader) { 1477 if (ignoreTransform) { 1478 mModelView.loadInverse(*mSnapshot->transform); 1479 } 1480 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1481 } 1482} 1483 1484void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1485 if (mShader) { 1486 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1487 } 1488} 1489 1490void OpenGLRenderer::setupDrawColorFilterUniforms() { 1491 if (mColorFilter) { 1492 mColorFilter->setupProgram(mCaches.currentProgram); 1493 } 1494} 1495 1496void OpenGLRenderer::setupDrawTextGammaUniforms() { 1497 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1498} 1499 1500void OpenGLRenderer::setupDrawSimpleMesh() { 1501 bool force = mCaches.bindMeshBuffer(); 1502 mCaches.bindPositionVertexPointer(force, 0); 1503 mCaches.unbindIndicesBuffer(); 1504} 1505 1506void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1507 bindTexture(texture); 1508 mTextureUnit++; 1509 mCaches.enableTexCoordsVertexArray(); 1510} 1511 1512void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1513 bindExternalTexture(texture); 1514 mTextureUnit++; 1515 mCaches.enableTexCoordsVertexArray(); 1516} 1517 1518void OpenGLRenderer::setupDrawTextureTransform() { 1519 mDescription.hasTextureTransform = true; 1520} 1521 1522void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1523 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1524 GL_FALSE, &transform.data[0]); 1525} 1526 1527void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1528 bool force = false; 1529 if (!vertices) { 1530 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1531 } else { 1532 force = mCaches.unbindMeshBuffer(); 1533 } 1534 1535 mCaches.bindPositionVertexPointer(force, vertices); 1536 if (mCaches.currentProgram->texCoords >= 0) { 1537 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1538 } 1539 1540 mCaches.unbindIndicesBuffer(); 1541} 1542 1543void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1544 bool force = mCaches.unbindMeshBuffer(); 1545 mCaches.bindPositionVertexPointer(force, vertices); 1546 if (mCaches.currentProgram->texCoords >= 0) { 1547 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1548 } 1549} 1550 1551void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1552 bool force = mCaches.unbindMeshBuffer(); 1553 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1554 mCaches.unbindIndicesBuffer(); 1555} 1556 1557/** 1558 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1559 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1560 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1561 * attributes (one per vertex) are values from zero to one that tells the fragment 1562 * shader where the fragment is in relation to the line width/length overall; these values are 1563 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1564 * region of the line. 1565 * Note that we only pass down the width values in this setup function. The length coordinates 1566 * are set up for each individual segment. 1567 */ 1568void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1569 GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) { 1570 bool force = mCaches.unbindMeshBuffer(); 1571 mCaches.bindPositionVertexPointer(force, vertices, gAAVertexStride); 1572 mCaches.resetTexCoordsVertexPointer(); 1573 mCaches.unbindIndicesBuffer(); 1574 1575 widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1576 glEnableVertexAttribArray(widthSlot); 1577 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1578 1579 lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1580 glEnableVertexAttribArray(lengthSlot); 1581 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1582 1583 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1584 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1585} 1586 1587void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) { 1588 glDisableVertexAttribArray(widthSlot); 1589 glDisableVertexAttribArray(lengthSlot); 1590} 1591 1592void OpenGLRenderer::finishDrawTexture() { 1593} 1594 1595/////////////////////////////////////////////////////////////////////////////// 1596// Drawing 1597/////////////////////////////////////////////////////////////////////////////// 1598 1599status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, 1600 Rect& dirty, int32_t flags, uint32_t level) { 1601 1602 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1603 // will be performed by the display list itself 1604 if (displayList && displayList->isRenderable()) { 1605 return displayList->replay(*this, dirty, flags, level); 1606 } 1607 1608 return DrawGlInfo::kStatusDone; 1609} 1610 1611void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1612 if (displayList) { 1613 displayList->output(*this, level); 1614 } 1615} 1616 1617void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1618 int alpha; 1619 SkXfermode::Mode mode; 1620 getAlphaAndMode(paint, &alpha, &mode); 1621 1622 float x = left; 1623 float y = top; 1624 1625 GLenum filter = GL_LINEAR; 1626 bool ignoreTransform = false; 1627 if (mSnapshot->transform->isPureTranslate()) { 1628 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1629 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1630 ignoreTransform = true; 1631 filter = GL_NEAREST; 1632 } else { 1633 filter = FILTER(paint); 1634 } 1635 1636 setupDraw(); 1637 setupDrawWithTexture(true); 1638 if (paint) { 1639 setupDrawAlpha8Color(paint->getColor(), alpha); 1640 } 1641 setupDrawColorFilter(); 1642 setupDrawShader(); 1643 setupDrawBlending(true, mode); 1644 setupDrawProgram(); 1645 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1646 1647 setupDrawTexture(texture->id); 1648 texture->setWrap(GL_CLAMP_TO_EDGE); 1649 texture->setFilter(filter); 1650 1651 setupDrawPureColorUniforms(); 1652 setupDrawColorFilterUniforms(); 1653 setupDrawShaderUniforms(); 1654 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1655 1656 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1657 1658 finishDrawTexture(); 1659} 1660 1661status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1662 const float right = left + bitmap->width(); 1663 const float bottom = top + bitmap->height(); 1664 1665 if (quickReject(left, top, right, bottom)) { 1666 return DrawGlInfo::kStatusDone; 1667 } 1668 1669 mCaches.activeTexture(0); 1670 Texture* texture = mCaches.textureCache.get(bitmap); 1671 if (!texture) return DrawGlInfo::kStatusDone; 1672 const AutoTexture autoCleanup(texture); 1673 1674 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1675 drawAlphaBitmap(texture, left, top, paint); 1676 } else { 1677 drawTextureRect(left, top, right, bottom, texture, paint); 1678 } 1679 1680 return DrawGlInfo::kStatusDrew; 1681} 1682 1683status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1684 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1685 const mat4 transform(*matrix); 1686 transform.mapRect(r); 1687 1688 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1689 return DrawGlInfo::kStatusDone; 1690 } 1691 1692 mCaches.activeTexture(0); 1693 Texture* texture = mCaches.textureCache.get(bitmap); 1694 if (!texture) return DrawGlInfo::kStatusDone; 1695 const AutoTexture autoCleanup(texture); 1696 1697 // This could be done in a cheaper way, all we need is pass the matrix 1698 // to the vertex shader. The save/restore is a bit overkill. 1699 save(SkCanvas::kMatrix_SaveFlag); 1700 concatMatrix(matrix); 1701 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1702 restore(); 1703 1704 return DrawGlInfo::kStatusDrew; 1705} 1706 1707status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1708 const float right = left + bitmap->width(); 1709 const float bottom = top + bitmap->height(); 1710 1711 if (quickReject(left, top, right, bottom)) { 1712 return DrawGlInfo::kStatusDone; 1713 } 1714 1715 mCaches.activeTexture(0); 1716 Texture* texture = mCaches.textureCache.getTransient(bitmap); 1717 const AutoTexture autoCleanup(texture); 1718 1719 drawTextureRect(left, top, right, bottom, texture, paint); 1720 1721 return DrawGlInfo::kStatusDrew; 1722} 1723 1724status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1725 float* vertices, int* colors, SkPaint* paint) { 1726 // TODO: Do a quickReject 1727 if (!vertices || mSnapshot->isIgnored()) { 1728 return DrawGlInfo::kStatusDone; 1729 } 1730 1731 mCaches.activeTexture(0); 1732 Texture* texture = mCaches.textureCache.get(bitmap); 1733 if (!texture) return DrawGlInfo::kStatusDone; 1734 const AutoTexture autoCleanup(texture); 1735 1736 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1737 texture->setFilter(FILTER(paint), true); 1738 1739 int alpha; 1740 SkXfermode::Mode mode; 1741 getAlphaAndMode(paint, &alpha, &mode); 1742 1743 const uint32_t count = meshWidth * meshHeight * 6; 1744 1745 float left = FLT_MAX; 1746 float top = FLT_MAX; 1747 float right = FLT_MIN; 1748 float bottom = FLT_MIN; 1749 1750 const bool hasActiveLayer = hasLayer(); 1751 1752 // TODO: Support the colors array 1753 TextureVertex mesh[count]; 1754 TextureVertex* vertex = mesh; 1755 for (int32_t y = 0; y < meshHeight; y++) { 1756 for (int32_t x = 0; x < meshWidth; x++) { 1757 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1758 1759 float u1 = float(x) / meshWidth; 1760 float u2 = float(x + 1) / meshWidth; 1761 float v1 = float(y) / meshHeight; 1762 float v2 = float(y + 1) / meshHeight; 1763 1764 int ax = i + (meshWidth + 1) * 2; 1765 int ay = ax + 1; 1766 int bx = i; 1767 int by = bx + 1; 1768 int cx = i + 2; 1769 int cy = cx + 1; 1770 int dx = i + (meshWidth + 1) * 2 + 2; 1771 int dy = dx + 1; 1772 1773 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1774 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1775 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1776 1777 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1778 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1779 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1780 1781 if (hasActiveLayer) { 1782 // TODO: This could be optimized to avoid unnecessary ops 1783 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1784 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1785 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1786 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1787 } 1788 } 1789 } 1790 1791 if (hasActiveLayer) { 1792 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1793 } 1794 1795 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1796 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1797 GL_TRIANGLES, count, false, false, 0, false, false); 1798 1799 return DrawGlInfo::kStatusDrew; 1800} 1801 1802status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1803 float srcLeft, float srcTop, float srcRight, float srcBottom, 1804 float dstLeft, float dstTop, float dstRight, float dstBottom, 1805 SkPaint* paint) { 1806 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1807 return DrawGlInfo::kStatusDone; 1808 } 1809 1810 mCaches.activeTexture(0); 1811 Texture* texture = mCaches.textureCache.get(bitmap); 1812 if (!texture) return DrawGlInfo::kStatusDone; 1813 const AutoTexture autoCleanup(texture); 1814 1815 const float width = texture->width; 1816 const float height = texture->height; 1817 1818 const float u1 = fmax(0.0f, srcLeft / width); 1819 const float v1 = fmax(0.0f, srcTop / height); 1820 const float u2 = fmin(1.0f, srcRight / width); 1821 const float v2 = fmin(1.0f, srcBottom / height); 1822 1823 mCaches.unbindMeshBuffer(); 1824 resetDrawTextureTexCoords(u1, v1, u2, v2); 1825 1826 int alpha; 1827 SkXfermode::Mode mode; 1828 getAlphaAndMode(paint, &alpha, &mode); 1829 1830 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1831 1832 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 1833 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1834 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1835 1836 GLenum filter = GL_NEAREST; 1837 // Enable linear filtering if the source rectangle is scaled 1838 if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) { 1839 filter = FILTER(paint); 1840 } 1841 1842 texture->setFilter(filter, true); 1843 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1844 texture->id, alpha / 255.0f, mode, texture->blend, 1845 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1846 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1847 } else { 1848 texture->setFilter(FILTER(paint), true); 1849 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1850 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1851 GL_TRIANGLE_STRIP, gMeshCount); 1852 } 1853 1854 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1855 1856 return DrawGlInfo::kStatusDrew; 1857} 1858 1859status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1860 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1861 float left, float top, float right, float bottom, SkPaint* paint) { 1862 int alpha; 1863 SkXfermode::Mode mode; 1864 getAlphaAndModeDirect(paint, &alpha, &mode); 1865 1866 return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors, 1867 left, top, right, bottom, alpha, mode); 1868} 1869 1870status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1871 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1872 float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) { 1873 if (quickReject(left, top, right, bottom)) { 1874 return DrawGlInfo::kStatusDone; 1875 } 1876 1877 alpha *= mSnapshot->alpha; 1878 1879 mCaches.activeTexture(0); 1880 Texture* texture = mCaches.textureCache.get(bitmap); 1881 if (!texture) return DrawGlInfo::kStatusDone; 1882 const AutoTexture autoCleanup(texture); 1883 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1884 texture->setFilter(GL_LINEAR, true); 1885 1886 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1887 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1888 1889 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 1890 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1891 // Mark the current layer dirty where we are going to draw the patch 1892 if (hasLayer() && mesh->hasEmptyQuads) { 1893 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1894 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1895 const size_t count = mesh->quads.size(); 1896 for (size_t i = 0; i < count; i++) { 1897 const Rect& bounds = mesh->quads.itemAt(i); 1898 if (CC_LIKELY(pureTranslate)) { 1899 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1900 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1901 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1902 } else { 1903 dirtyLayer(left + bounds.left, top + bounds.top, 1904 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1905 } 1906 } 1907 } 1908 1909 if (CC_LIKELY(pureTranslate)) { 1910 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1911 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1912 1913 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1914 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1915 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1916 true, !mesh->hasEmptyQuads); 1917 } else { 1918 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1919 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1920 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1921 true, !mesh->hasEmptyQuads); 1922 } 1923 } 1924 1925 return DrawGlInfo::kStatusDrew; 1926} 1927 1928/** 1929 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 1930 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 1931 * screen space in all directions. However, instead of using a fragment shader to compute the 1932 * translucency of the color from its position, we simply use a varying parameter to define how far 1933 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 1934 * 1935 * Doesn't yet support joins, caps, or path effects. 1936 */ 1937void OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { 1938 int color = paint->getColor(); 1939 SkPaint::Style style = paint->getStyle(); 1940 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 1941 bool isAA = paint->isAntiAlias(); 1942 1943 VertexBuffer vertexBuffer; 1944 // TODO: try clipping large paths to viewport 1945 PathRenderer::convexPathVertices(path, paint, mSnapshot->transform, vertexBuffer); 1946 1947 setupDraw(); 1948 setupDrawNoTexture(); 1949 if (isAA) setupDrawAA(); 1950 setupDrawVertexShape(); 1951 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 1952 setupDrawColorFilter(); 1953 setupDrawShader(); 1954 setupDrawBlending(isAA, mode); 1955 setupDrawProgram(); 1956 setupDrawModelViewIdentity(); 1957 setupDrawColorUniforms(); 1958 setupDrawColorFilterUniforms(); 1959 setupDrawShaderIdentityUniforms(); 1960 1961 void* vertices = vertexBuffer.getBuffer(); 1962 bool force = mCaches.unbindMeshBuffer(); 1963 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 1964 mCaches.resetTexCoordsVertexPointer(); 1965 mCaches.unbindIndicesBuffer(); 1966 1967 int alphaSlot = -1; 1968 if (isAA) { 1969 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 1970 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 1971 1972 // TODO: avoid enable/disable in back to back uses of the alpha attribute 1973 glEnableVertexAttribArray(alphaSlot); 1974 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 1975 } 1976 1977 SkRect bounds = PathRenderer::computePathBounds(path, paint); 1978 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform); 1979 1980 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize()); 1981 1982 if (isAA) { 1983 glDisableVertexAttribArray(alphaSlot); 1984 } 1985} 1986 1987/** 1988 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1989 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1990 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1991 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 1992 * of the line. Hairlines are more involved because we need to account for transform scaling 1993 * to end up with a one-pixel-wide line in screen space.. 1994 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 1995 * in combination with values that we calculate and pass down in this method. The basic approach 1996 * is that the quad we create contains both the core line area plus a bounding area in which 1997 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 1998 * proportion of the width and the length of a given segment is represented by the boundary 1999 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 2000 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 2001 * on the inside). This ends up giving the result we want, with pixels that are completely 2002 * 'inside' the line area being filled opaquely and the other pixels being filled according to 2003 * how far into the boundary region they are, which is determined by shader interpolation. 2004 */ 2005status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 2006 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2007 2008 const bool isAA = paint->isAntiAlias(); 2009 // We use half the stroke width here because we're going to position the quad 2010 // corner vertices half of the width away from the line endpoints 2011 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 2012 // A stroke width of 0 has a special meaning in Skia: 2013 // it draws a line 1 px wide regardless of current transform 2014 bool isHairLine = paint->getStrokeWidth() == 0.0f; 2015 2016 float inverseScaleX = 1.0f; 2017 float inverseScaleY = 1.0f; 2018 bool scaled = false; 2019 2020 int alpha; 2021 SkXfermode::Mode mode; 2022 2023 int generatedVerticesCount = 0; 2024 int verticesCount = count; 2025 if (count > 4) { 2026 // Polyline: account for extra vertices needed for continuous tri-strip 2027 verticesCount += (count - 4); 2028 } 2029 2030 if (isHairLine || isAA) { 2031 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 2032 // the line on the screen should always be one pixel wide regardless of scale. For 2033 // AA lines, we only want one pixel of translucent boundary around the quad. 2034 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 2035 Matrix4 *mat = mSnapshot->transform; 2036 float m00 = mat->data[Matrix4::kScaleX]; 2037 float m01 = mat->data[Matrix4::kSkewY]; 2038 float m10 = mat->data[Matrix4::kSkewX]; 2039 float m11 = mat->data[Matrix4::kScaleY]; 2040 2041 float scaleX = sqrtf(m00 * m00 + m01 * m01); 2042 float scaleY = sqrtf(m10 * m10 + m11 * m11); 2043 2044 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 2045 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 2046 2047 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 2048 scaled = true; 2049 } 2050 } 2051 } 2052 2053 getAlphaAndMode(paint, &alpha, &mode); 2054 2055 mCaches.enableScissor(); 2056 2057 setupDraw(); 2058 setupDrawNoTexture(); 2059 if (isAA) { 2060 setupDrawAA(); 2061 } 2062 setupDrawColor(paint->getColor(), alpha); 2063 setupDrawColorFilter(); 2064 setupDrawShader(); 2065 setupDrawBlending(isAA, mode); 2066 setupDrawProgram(); 2067 setupDrawModelViewIdentity(); 2068 setupDrawColorUniforms(); 2069 setupDrawColorFilterUniforms(); 2070 setupDrawShaderIdentityUniforms(); 2071 2072 if (isHairLine) { 2073 // Set a real stroke width to be used in quad construction 2074 halfStrokeWidth = isAA? 1 : .5; 2075 } else if (isAA && !scaled) { 2076 // Expand boundary to enable AA calculations on the quad border 2077 halfStrokeWidth += .5f; 2078 } 2079 2080 int widthSlot; 2081 int lengthSlot; 2082 2083 Vertex lines[verticesCount]; 2084 Vertex* vertices = &lines[0]; 2085 2086 AAVertex wLines[verticesCount]; 2087 AAVertex* aaVertices = &wLines[0]; 2088 2089 if (CC_UNLIKELY(!isAA)) { 2090 setupDrawVertices(vertices); 2091 } else { 2092 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 2093 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 2094 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 2095 // AA stroke width (the base stroke width expanded by a half pixel on either side). 2096 // This value is used in the fragment shader to determine how to fill fragments. 2097 // We will need to calculate the actual width proportion on each segment for 2098 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 2099 float boundaryWidthProportion = .5 - 1 / (2 * halfStrokeWidth); 2100 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, 2101 boundaryWidthProportion, widthSlot, lengthSlot); 2102 } 2103 2104 AAVertex* prevAAVertex = NULL; 2105 Vertex* prevVertex = NULL; 2106 2107 int boundaryLengthSlot = -1; 2108 int boundaryWidthSlot = -1; 2109 2110 for (int i = 0; i < count; i += 4) { 2111 // a = start point, b = end point 2112 vec2 a(points[i], points[i + 1]); 2113 vec2 b(points[i + 2], points[i + 3]); 2114 2115 float length = 0; 2116 float boundaryLengthProportion = 0; 2117 float boundaryWidthProportion = 0; 2118 2119 // Find the normal to the line 2120 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 2121 float x = n.x; 2122 n.x = -n.y; 2123 n.y = x; 2124 2125 if (isHairLine) { 2126 if (isAA) { 2127 float wideningFactor; 2128 if (fabs(n.x) >= fabs(n.y)) { 2129 wideningFactor = fabs(1.0f / n.x); 2130 } else { 2131 wideningFactor = fabs(1.0f / n.y); 2132 } 2133 n *= wideningFactor; 2134 } 2135 2136 if (scaled) { 2137 n.x *= inverseScaleX; 2138 n.y *= inverseScaleY; 2139 } 2140 } else if (scaled) { 2141 // Extend n by .5 pixel on each side, post-transform 2142 vec2 extendedN = n.copyNormalized(); 2143 extendedN /= 2; 2144 extendedN.x *= inverseScaleX; 2145 extendedN.y *= inverseScaleY; 2146 2147 float extendedNLength = extendedN.length(); 2148 // We need to set this value on the shader prior to drawing 2149 boundaryWidthProportion = .5 - extendedNLength / (halfStrokeWidth + extendedNLength); 2150 n += extendedN; 2151 } 2152 2153 // aa lines expand the endpoint vertices to encompass the AA boundary 2154 if (isAA) { 2155 vec2 abVector = (b - a); 2156 length = abVector.length(); 2157 abVector.normalize(); 2158 2159 if (scaled) { 2160 abVector.x *= inverseScaleX; 2161 abVector.y *= inverseScaleY; 2162 float abLength = abVector.length(); 2163 boundaryLengthProportion = .5 - abLength / (length + abLength); 2164 } else { 2165 boundaryLengthProportion = .5 - .5 / (length + 1); 2166 } 2167 2168 abVector /= 2; 2169 a -= abVector; 2170 b += abVector; 2171 } 2172 2173 // Four corners of the rectangle defining a thick line 2174 vec2 p1 = a - n; 2175 vec2 p2 = a + n; 2176 vec2 p3 = b + n; 2177 vec2 p4 = b - n; 2178 2179 2180 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 2181 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 2182 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 2183 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 2184 2185 if (!quickRejectNoScissor(left, top, right, bottom)) { 2186 if (!isAA) { 2187 if (prevVertex != NULL) { 2188 // Issue two repeat vertices to create degenerate triangles to bridge 2189 // between the previous line and the new one. This is necessary because 2190 // we are creating a single triangle_strip which will contain 2191 // potentially discontinuous line segments. 2192 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 2193 Vertex::set(vertices++, p1.x, p1.y); 2194 generatedVerticesCount += 2; 2195 } 2196 2197 Vertex::set(vertices++, p1.x, p1.y); 2198 Vertex::set(vertices++, p2.x, p2.y); 2199 Vertex::set(vertices++, p4.x, p4.y); 2200 Vertex::set(vertices++, p3.x, p3.y); 2201 2202 prevVertex = vertices - 1; 2203 generatedVerticesCount += 4; 2204 } else { 2205 if (!isHairLine && scaled) { 2206 // Must set width proportions per-segment for scaled non-hairlines to use the 2207 // correct AA boundary dimensions 2208 if (boundaryWidthSlot < 0) { 2209 boundaryWidthSlot = 2210 mCaches.currentProgram->getUniform("boundaryWidth"); 2211 } 2212 2213 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 2214 } 2215 2216 if (boundaryLengthSlot < 0) { 2217 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 2218 } 2219 2220 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 2221 2222 if (prevAAVertex != NULL) { 2223 // Issue two repeat vertices to create degenerate triangles to bridge 2224 // between the previous line and the new one. This is necessary because 2225 // we are creating a single triangle_strip which will contain 2226 // potentially discontinuous line segments. 2227 AAVertex::set(aaVertices++,prevAAVertex->position[0], 2228 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 2229 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2230 generatedVerticesCount += 2; 2231 } 2232 2233 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2234 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 2235 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 2236 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 2237 2238 prevAAVertex = aaVertices - 1; 2239 generatedVerticesCount += 4; 2240 } 2241 2242 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 2243 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 2244 *mSnapshot->transform); 2245 } 2246 } 2247 2248 if (generatedVerticesCount > 0) { 2249 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 2250 } 2251 2252 if (isAA) { 2253 finishDrawAALine(widthSlot, lengthSlot); 2254 } 2255 2256 return DrawGlInfo::kStatusDrew; 2257} 2258 2259status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2260 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2261 2262 // TODO: The paint's cap style defines whether the points are square or circular 2263 // TODO: Handle AA for round points 2264 2265 // A stroke width of 0 has a special meaning in Skia: 2266 // it draws an unscaled 1px point 2267 float strokeWidth = paint->getStrokeWidth(); 2268 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 2269 if (isHairLine) { 2270 // Now that we know it's hairline, we can set the effective width, to be used later 2271 strokeWidth = 1.0f; 2272 } 2273 const float halfWidth = strokeWidth / 2; 2274 int alpha; 2275 SkXfermode::Mode mode; 2276 getAlphaAndMode(paint, &alpha, &mode); 2277 2278 int verticesCount = count >> 1; 2279 int generatedVerticesCount = 0; 2280 2281 TextureVertex pointsData[verticesCount]; 2282 TextureVertex* vertex = &pointsData[0]; 2283 2284 // TODO: We should optimize this method to not generate vertices for points 2285 // that lie outside of the clip. 2286 mCaches.enableScissor(); 2287 2288 setupDraw(); 2289 setupDrawNoTexture(); 2290 setupDrawPoint(strokeWidth); 2291 setupDrawColor(paint->getColor(), alpha); 2292 setupDrawColorFilter(); 2293 setupDrawShader(); 2294 setupDrawBlending(mode); 2295 setupDrawProgram(); 2296 setupDrawModelViewIdentity(true); 2297 setupDrawColorUniforms(); 2298 setupDrawColorFilterUniforms(); 2299 setupDrawPointUniforms(); 2300 setupDrawShaderIdentityUniforms(); 2301 setupDrawMesh(vertex); 2302 2303 for (int i = 0; i < count; i += 2) { 2304 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 2305 generatedVerticesCount++; 2306 2307 float left = points[i] - halfWidth; 2308 float right = points[i] + halfWidth; 2309 float top = points[i + 1] - halfWidth; 2310 float bottom = points [i + 1] + halfWidth; 2311 2312 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 2313 } 2314 2315 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 2316 2317 return DrawGlInfo::kStatusDrew; 2318} 2319 2320status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2321 // No need to check against the clip, we fill the clip region 2322 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2323 2324 Rect& clip(*mSnapshot->clipRect); 2325 clip.snapToPixelBoundaries(); 2326 2327 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2328 2329 return DrawGlInfo::kStatusDrew; 2330} 2331 2332status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2333 SkPaint* paint) { 2334 if (!texture) return DrawGlInfo::kStatusDone; 2335 const AutoTexture autoCleanup(texture); 2336 2337 const float x = left + texture->left - texture->offset; 2338 const float y = top + texture->top - texture->offset; 2339 2340 drawPathTexture(texture, x, y, paint); 2341 2342 return DrawGlInfo::kStatusDrew; 2343} 2344 2345status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2346 float rx, float ry, SkPaint* p) { 2347 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2348 return DrawGlInfo::kStatusDone; 2349 } 2350 2351 if (p->getPathEffect() != 0) { 2352 mCaches.activeTexture(0); 2353 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 2354 right - left, bottom - top, rx, ry, p); 2355 return drawShape(left, top, texture, p); 2356 } 2357 2358 SkPath path; 2359 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2360 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2361 float outset = p->getStrokeWidth() / 2; 2362 rect.outset(outset, outset); 2363 rx += outset; 2364 ry += outset; 2365 } 2366 path.addRoundRect(rect, rx, ry); 2367 drawConvexPath(path, p); 2368 2369 return DrawGlInfo::kStatusDrew; 2370} 2371 2372status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2373 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, 2374 x + radius, y + radius, p)) { 2375 return DrawGlInfo::kStatusDone; 2376 } 2377 if (p->getPathEffect() != 0) { 2378 mCaches.activeTexture(0); 2379 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, p); 2380 return drawShape(x - radius, y - radius, texture, p); 2381 } 2382 2383 SkPath path; 2384 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2385 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2386 } else { 2387 path.addCircle(x, y, radius); 2388 } 2389 drawConvexPath(path, p); 2390 2391 return DrawGlInfo::kStatusDrew; 2392} 2393 2394status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2395 SkPaint* p) { 2396 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2397 return DrawGlInfo::kStatusDone; 2398 } 2399 2400 if (p->getPathEffect() != 0) { 2401 mCaches.activeTexture(0); 2402 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, p); 2403 return drawShape(left, top, texture, p); 2404 } 2405 2406 SkPath path; 2407 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2408 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2409 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2410 } 2411 path.addOval(rect); 2412 drawConvexPath(path, p); 2413 2414 return DrawGlInfo::kStatusDrew; 2415} 2416 2417status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2418 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 2419 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2420 2421 if (fabs(sweepAngle) >= 360.0f) { 2422 return drawOval(left, top, right, bottom, paint); 2423 } 2424 2425 mCaches.activeTexture(0); 2426 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2427 startAngle, sweepAngle, useCenter, paint); 2428 return drawShape(left, top, texture, paint); 2429} 2430 2431status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2432 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2433 return DrawGlInfo::kStatusDone; 2434 } 2435 2436 // only fill style is supported by drawConvexPath, since others have to handle joins 2437 if (p->getStyle() != SkPaint::kFill_Style) { 2438 mCaches.activeTexture(0); 2439 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, p); 2440 return drawShape(left, top, texture, p); 2441 } 2442 2443 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2444 SkPath path; 2445 path.addRect(left, top, right, bottom); 2446 drawConvexPath(path, p); 2447 } else { 2448 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2449 } 2450 2451 return DrawGlInfo::kStatusDrew; 2452} 2453 2454void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2455 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2456 float x, float y) { 2457 mCaches.activeTexture(0); 2458 2459 // NOTE: The drop shadow will not perform gamma correction 2460 // if shader-based correction is enabled 2461 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2462 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2463 paint, text, bytesCount, count, mShadowRadius, positions); 2464 const AutoTexture autoCleanup(shadow); 2465 2466 const float sx = x - shadow->left + mShadowDx; 2467 const float sy = y - shadow->top + mShadowDy; 2468 2469 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2470 int shadowColor = mShadowColor; 2471 if (mShader) { 2472 shadowColor = 0xffffffff; 2473 } 2474 2475 setupDraw(); 2476 setupDrawWithTexture(true); 2477 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2478 setupDrawColorFilter(); 2479 setupDrawShader(); 2480 setupDrawBlending(true, mode); 2481 setupDrawProgram(); 2482 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2483 setupDrawTexture(shadow->id); 2484 setupDrawPureColorUniforms(); 2485 setupDrawColorFilterUniforms(); 2486 setupDrawShaderUniforms(); 2487 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2488 2489 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2490} 2491 2492status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2493 const float* positions, SkPaint* paint) { 2494 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2495 (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) { 2496 return DrawGlInfo::kStatusDone; 2497 } 2498 2499 // NOTE: Skia does not support perspective transform on drawPosText yet 2500 if (!mSnapshot->transform->isSimple()) { 2501 return DrawGlInfo::kStatusDone; 2502 } 2503 2504 float x = 0.0f; 2505 float y = 0.0f; 2506 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2507 if (pureTranslate) { 2508 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2509 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2510 } 2511 2512 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2513 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2514 paint->getTextSize()); 2515 2516 int alpha; 2517 SkXfermode::Mode mode; 2518 getAlphaAndMode(paint, &alpha, &mode); 2519 2520 if (CC_UNLIKELY(mHasShadow)) { 2521 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode, 2522 0.0f, 0.0f); 2523 } 2524 2525 // Pick the appropriate texture filtering 2526 bool linearFilter = mSnapshot->transform->changesBounds(); 2527 if (pureTranslate && !linearFilter) { 2528 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2529 } 2530 2531 mCaches.activeTexture(0); 2532 setupDraw(); 2533 setupDrawTextGamma(paint); 2534 setupDrawDirtyRegionsDisabled(); 2535 setupDrawWithTexture(true); 2536 setupDrawAlpha8Color(paint->getColor(), alpha); 2537 setupDrawColorFilter(); 2538 setupDrawShader(); 2539 setupDrawBlending(true, mode); 2540 setupDrawProgram(); 2541 setupDrawModelView(x, y, x, y, pureTranslate, true); 2542 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2543 setupDrawPureColorUniforms(); 2544 setupDrawColorFilterUniforms(); 2545 setupDrawShaderUniforms(pureTranslate); 2546 setupDrawTextGammaUniforms(); 2547 2548 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2549 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2550 2551 const bool hasActiveLayer = hasLayer(); 2552 2553 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2554 positions, hasActiveLayer ? &bounds : NULL)) { 2555 if (hasActiveLayer) { 2556 if (!pureTranslate) { 2557 mSnapshot->transform->mapRect(bounds); 2558 } 2559 dirtyLayerUnchecked(bounds, getRegion()); 2560 } 2561 } 2562 2563 return DrawGlInfo::kStatusDrew; 2564} 2565 2566status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2567 float x, float y, const float* positions, SkPaint* paint, float length) { 2568 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2569 (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) { 2570 return DrawGlInfo::kStatusDone; 2571 } 2572 2573 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2574 switch (paint->getTextAlign()) { 2575 case SkPaint::kCenter_Align: 2576 x -= length / 2.0f; 2577 break; 2578 case SkPaint::kRight_Align: 2579 x -= length; 2580 break; 2581 default: 2582 break; 2583 } 2584 2585 SkPaint::FontMetrics metrics; 2586 paint->getFontMetrics(&metrics, 0.0f); 2587 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2588 return DrawGlInfo::kStatusDone; 2589 } 2590 2591 const float oldX = x; 2592 const float oldY = y; 2593 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2594 if (CC_LIKELY(pureTranslate)) { 2595 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2596 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2597 } 2598 2599#if DEBUG_GLYPHS 2600 ALOGD("OpenGLRenderer drawText() with FontID=%d", 2601 SkTypeface::UniqueID(paint->getTypeface())); 2602#endif 2603 2604 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2605 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2606 paint->getTextSize()); 2607 2608 int alpha; 2609 SkXfermode::Mode mode; 2610 getAlphaAndMode(paint, &alpha, &mode); 2611 2612 if (CC_UNLIKELY(mHasShadow)) { 2613 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode, 2614 oldX, oldY); 2615 } 2616 2617 // Pick the appropriate texture filtering 2618 bool linearFilter = mSnapshot->transform->changesBounds(); 2619 if (pureTranslate && !linearFilter) { 2620 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2621 } 2622 2623 // The font renderer will always use texture unit 0 2624 mCaches.activeTexture(0); 2625 setupDraw(); 2626 setupDrawTextGamma(paint); 2627 setupDrawDirtyRegionsDisabled(); 2628 setupDrawWithTexture(true); 2629 setupDrawAlpha8Color(paint->getColor(), alpha); 2630 setupDrawColorFilter(); 2631 setupDrawShader(); 2632 setupDrawBlending(true, mode); 2633 setupDrawProgram(); 2634 setupDrawModelView(x, y, x, y, pureTranslate, true); 2635 // See comment above; the font renderer must use texture unit 0 2636 // assert(mTextureUnit == 0) 2637 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2638 setupDrawPureColorUniforms(); 2639 setupDrawColorFilterUniforms(); 2640 setupDrawShaderUniforms(pureTranslate); 2641 setupDrawTextGammaUniforms(); 2642 2643 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2644 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2645 2646 const bool hasActiveLayer = hasLayer(); 2647 2648 bool status; 2649 if (paint->getTextAlign() != SkPaint::kLeft_Align) { 2650 SkPaint paintCopy(*paint); 2651 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2652 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2653 positions, hasActiveLayer ? &bounds : NULL); 2654 } else { 2655 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2656 positions, hasActiveLayer ? &bounds : NULL); 2657 } 2658 2659 if (status && hasActiveLayer) { 2660 if (!pureTranslate) { 2661 mSnapshot->transform->mapRect(bounds); 2662 } 2663 dirtyLayerUnchecked(bounds, getRegion()); 2664 } 2665 2666 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2667 2668 return DrawGlInfo::kStatusDrew; 2669} 2670 2671status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2672 float hOffset, float vOffset, SkPaint* paint) { 2673 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2674 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2675 return DrawGlInfo::kStatusDone; 2676 } 2677 2678 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2679 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2680 paint->getTextSize()); 2681 2682 int alpha; 2683 SkXfermode::Mode mode; 2684 getAlphaAndMode(paint, &alpha, &mode); 2685 2686 mCaches.activeTexture(0); 2687 setupDraw(); 2688 setupDrawTextGamma(paint); 2689 setupDrawDirtyRegionsDisabled(); 2690 setupDrawWithTexture(true); 2691 setupDrawAlpha8Color(paint->getColor(), alpha); 2692 setupDrawColorFilter(); 2693 setupDrawShader(); 2694 setupDrawBlending(true, mode); 2695 setupDrawProgram(); 2696 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2697 setupDrawTexture(fontRenderer.getTexture(true)); 2698 setupDrawPureColorUniforms(); 2699 setupDrawColorFilterUniforms(); 2700 setupDrawShaderUniforms(false); 2701 setupDrawTextGammaUniforms(); 2702 2703 const Rect* clip = &mSnapshot->getLocalClip(); 2704 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2705 2706 const bool hasActiveLayer = hasLayer(); 2707 2708 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2709 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2710 if (hasActiveLayer) { 2711 mSnapshot->transform->mapRect(bounds); 2712 dirtyLayerUnchecked(bounds, getRegion()); 2713 } 2714 } 2715 2716 return DrawGlInfo::kStatusDrew; 2717} 2718 2719status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2720 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2721 2722 mCaches.activeTexture(0); 2723 2724 // TODO: Perform early clip test before we rasterize the path 2725 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2726 if (!texture) return DrawGlInfo::kStatusDone; 2727 const AutoTexture autoCleanup(texture); 2728 2729 const float x = texture->left - texture->offset; 2730 const float y = texture->top - texture->offset; 2731 2732 drawPathTexture(texture, x, y, paint); 2733 2734 return DrawGlInfo::kStatusDrew; 2735} 2736 2737status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2738 if (!layer) { 2739 return DrawGlInfo::kStatusDone; 2740 } 2741 2742 Rect transformed; 2743 Rect clip; 2744 const bool rejected = quickRejectNoScissor(x, y, 2745 x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip); 2746 2747 if (rejected) { 2748 return DrawGlInfo::kStatusDone; 2749 } 2750 2751 bool debugLayerUpdate = false; 2752 if (updateLayer(layer, true)) { 2753 debugLayerUpdate = mCaches.debugLayersUpdates; 2754 } 2755 2756 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed)); 2757 mCaches.activeTexture(0); 2758 2759 if (CC_LIKELY(!layer->region.isEmpty())) { 2760 SkiaColorFilter* oldFilter = mColorFilter; 2761 mColorFilter = layer->getColorFilter(); 2762 2763 if (layer->region.isRect()) { 2764 composeLayerRect(layer, layer->regionRect); 2765 } else if (layer->mesh) { 2766 const float a = layer->getAlpha() / 255.0f; 2767 setupDraw(); 2768 setupDrawWithTexture(); 2769 setupDrawColor(a, a, a, a); 2770 setupDrawColorFilter(); 2771 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2772 setupDrawProgram(); 2773 setupDrawPureColorUniforms(); 2774 setupDrawColorFilterUniforms(); 2775 setupDrawTexture(layer->getTexture()); 2776 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2777 int tx = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2778 int ty = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2779 2780 layer->setFilter(GL_NEAREST); 2781 setupDrawModelViewTranslate(tx, ty, 2782 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2783 } else { 2784 layer->setFilter(GL_LINEAR); 2785 setupDrawModelViewTranslate(x, y, 2786 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2787 } 2788 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2789 2790 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2791 GL_UNSIGNED_SHORT, layer->meshIndices); 2792 2793 finishDrawTexture(); 2794 2795#if DEBUG_LAYERS_AS_REGIONS 2796 drawRegionRects(layer->region); 2797#endif 2798 } 2799 2800 mColorFilter = oldFilter; 2801 2802 if (debugLayerUpdate) { 2803 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 2804 0x7f00ff00, SkXfermode::kSrcOver_Mode); 2805 } 2806 } 2807 2808 return DrawGlInfo::kStatusDrew; 2809} 2810 2811/////////////////////////////////////////////////////////////////////////////// 2812// Shaders 2813/////////////////////////////////////////////////////////////////////////////// 2814 2815void OpenGLRenderer::resetShader() { 2816 mShader = NULL; 2817} 2818 2819void OpenGLRenderer::setupShader(SkiaShader* shader) { 2820 mShader = shader; 2821 if (mShader) { 2822 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2823 } 2824} 2825 2826/////////////////////////////////////////////////////////////////////////////// 2827// Color filters 2828/////////////////////////////////////////////////////////////////////////////// 2829 2830void OpenGLRenderer::resetColorFilter() { 2831 mColorFilter = NULL; 2832} 2833 2834void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2835 mColorFilter = filter; 2836} 2837 2838/////////////////////////////////////////////////////////////////////////////// 2839// Drop shadow 2840/////////////////////////////////////////////////////////////////////////////// 2841 2842void OpenGLRenderer::resetShadow() { 2843 mHasShadow = false; 2844} 2845 2846void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2847 mHasShadow = true; 2848 mShadowRadius = radius; 2849 mShadowDx = dx; 2850 mShadowDy = dy; 2851 mShadowColor = color; 2852} 2853 2854/////////////////////////////////////////////////////////////////////////////// 2855// Draw filters 2856/////////////////////////////////////////////////////////////////////////////// 2857 2858void OpenGLRenderer::resetPaintFilter() { 2859 mHasDrawFilter = false; 2860} 2861 2862void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2863 mHasDrawFilter = true; 2864 mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 2865 mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 2866} 2867 2868SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 2869 if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint; 2870 2871 uint32_t flags = paint->getFlags(); 2872 2873 mFilteredPaint = *paint; 2874 mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits); 2875 2876 return &mFilteredPaint; 2877} 2878 2879/////////////////////////////////////////////////////////////////////////////// 2880// Drawing implementation 2881/////////////////////////////////////////////////////////////////////////////// 2882 2883void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2884 float x, float y, SkPaint* paint) { 2885 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2886 return; 2887 } 2888 2889 int alpha; 2890 SkXfermode::Mode mode; 2891 getAlphaAndMode(paint, &alpha, &mode); 2892 2893 setupDraw(); 2894 setupDrawWithTexture(true); 2895 setupDrawAlpha8Color(paint->getColor(), alpha); 2896 setupDrawColorFilter(); 2897 setupDrawShader(); 2898 setupDrawBlending(true, mode); 2899 setupDrawProgram(); 2900 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2901 setupDrawTexture(texture->id); 2902 setupDrawPureColorUniforms(); 2903 setupDrawColorFilterUniforms(); 2904 setupDrawShaderUniforms(); 2905 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2906 2907 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2908 2909 finishDrawTexture(); 2910} 2911 2912// Same values used by Skia 2913#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2914#define kStdUnderline_Offset (1.0f / 9.0f) 2915#define kStdUnderline_Thickness (1.0f / 18.0f) 2916 2917void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2918 float x, float y, SkPaint* paint) { 2919 // Handle underline and strike-through 2920 uint32_t flags = paint->getFlags(); 2921 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2922 SkPaint paintCopy(*paint); 2923 float underlineWidth = length; 2924 // If length is > 0.0f, we already measured the text for the text alignment 2925 if (length <= 0.0f) { 2926 underlineWidth = paintCopy.measureText(text, bytesCount); 2927 } 2928 2929 if (CC_LIKELY(underlineWidth > 0.0f)) { 2930 const float textSize = paintCopy.getTextSize(); 2931 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2932 2933 const float left = x; 2934 float top = 0.0f; 2935 2936 int linesCount = 0; 2937 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2938 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2939 2940 const int pointsCount = 4 * linesCount; 2941 float points[pointsCount]; 2942 int currentPoint = 0; 2943 2944 if (flags & SkPaint::kUnderlineText_Flag) { 2945 top = y + textSize * kStdUnderline_Offset; 2946 points[currentPoint++] = left; 2947 points[currentPoint++] = top; 2948 points[currentPoint++] = left + underlineWidth; 2949 points[currentPoint++] = top; 2950 } 2951 2952 if (flags & SkPaint::kStrikeThruText_Flag) { 2953 top = y + textSize * kStdStrikeThru_Offset; 2954 points[currentPoint++] = left; 2955 points[currentPoint++] = top; 2956 points[currentPoint++] = left + underlineWidth; 2957 points[currentPoint++] = top; 2958 } 2959 2960 paintCopy.setStrokeWidth(strokeWidth); 2961 2962 drawLines(&points[0], pointsCount, &paintCopy); 2963 } 2964 } 2965} 2966 2967void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2968 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2969 // If a shader is set, preserve only the alpha 2970 if (mShader) { 2971 color |= 0x00ffffff; 2972 } 2973 2974 setupDraw(); 2975 setupDrawNoTexture(); 2976 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2977 setupDrawShader(); 2978 setupDrawColorFilter(); 2979 setupDrawBlending(mode); 2980 setupDrawProgram(); 2981 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2982 setupDrawColorUniforms(); 2983 setupDrawShaderUniforms(ignoreTransform); 2984 setupDrawColorFilterUniforms(); 2985 setupDrawSimpleMesh(); 2986 2987 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2988} 2989 2990void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2991 Texture* texture, SkPaint* paint) { 2992 int alpha; 2993 SkXfermode::Mode mode; 2994 getAlphaAndMode(paint, &alpha, &mode); 2995 2996 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2997 2998 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2999 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 3000 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 3001 3002 texture->setFilter(GL_NEAREST, true); 3003 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3004 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 3005 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 3006 } else { 3007 texture->setFilter(FILTER(paint), true); 3008 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 3009 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 3010 GL_TRIANGLE_STRIP, gMeshCount); 3011 } 3012} 3013 3014void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3015 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 3016 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 3017 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 3018} 3019 3020void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3021 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3022 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3023 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3024 3025 setupDraw(); 3026 setupDrawWithTexture(); 3027 setupDrawColor(alpha, alpha, alpha, alpha); 3028 setupDrawColorFilter(); 3029 setupDrawBlending(blend, mode, swapSrcDst); 3030 setupDrawProgram(); 3031 if (!dirty) { 3032 setupDrawDirtyRegionsDisabled(); 3033 } 3034 if (!ignoreScale) { 3035 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3036 } else { 3037 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3038 } 3039 setupDrawPureColorUniforms(); 3040 setupDrawColorFilterUniforms(); 3041 setupDrawTexture(texture); 3042 setupDrawMesh(vertices, texCoords, vbo); 3043 3044 glDrawArrays(drawMode, 0, elementsCount); 3045 3046 finishDrawTexture(); 3047} 3048 3049void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3050 ProgramDescription& description, bool swapSrcDst) { 3051 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3052 3053 if (blend) { 3054 // These blend modes are not supported by OpenGL directly and have 3055 // to be implemented using shaders. Since the shader will perform 3056 // the blending, turn blending off here 3057 // If the blend mode cannot be implemented using shaders, fall 3058 // back to the default SrcOver blend mode instead 3059 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3060 if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) { 3061 description.framebufferMode = mode; 3062 description.swapSrcDst = swapSrcDst; 3063 3064 if (mCaches.blend) { 3065 glDisable(GL_BLEND); 3066 mCaches.blend = false; 3067 } 3068 3069 return; 3070 } else { 3071 mode = SkXfermode::kSrcOver_Mode; 3072 } 3073 } 3074 3075 if (!mCaches.blend) { 3076 glEnable(GL_BLEND); 3077 } 3078 3079 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3080 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3081 3082 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3083 glBlendFunc(sourceMode, destMode); 3084 mCaches.lastSrcMode = sourceMode; 3085 mCaches.lastDstMode = destMode; 3086 } 3087 } else if (mCaches.blend) { 3088 glDisable(GL_BLEND); 3089 } 3090 mCaches.blend = blend; 3091} 3092 3093bool OpenGLRenderer::useProgram(Program* program) { 3094 if (!program->isInUse()) { 3095 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3096 program->use(); 3097 mCaches.currentProgram = program; 3098 return false; 3099 } 3100 return true; 3101} 3102 3103void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3104 TextureVertex* v = &mMeshVertices[0]; 3105 TextureVertex::setUV(v++, u1, v1); 3106 TextureVertex::setUV(v++, u2, v1); 3107 TextureVertex::setUV(v++, u1, v2); 3108 TextureVertex::setUV(v++, u2, v2); 3109} 3110 3111void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 3112 getAlphaAndModeDirect(paint, alpha, mode); 3113 *alpha *= mSnapshot->alpha; 3114} 3115 3116}; // namespace uirenderer 3117}; // namespace android 3118