OpenGLRenderer.cpp revision e3c26851dc315b730ea0fe5ef35bb1db81f6d675
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <private/hwui/DrawGlInfo.h> 30 31#include <ui/Rect.h> 32 33#include "OpenGLRenderer.h" 34#include "DisplayListRenderer.h" 35#include "Vector.h" 36 37namespace android { 38namespace uirenderer { 39 40/////////////////////////////////////////////////////////////////////////////// 41// Defines 42/////////////////////////////////////////////////////////////////////////////// 43 44#define RAD_TO_DEG (180.0f / 3.14159265f) 45#define MIN_ANGLE 0.001f 46 47// TODO: This should be set in properties 48#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 49 50/////////////////////////////////////////////////////////////////////////////// 51// Globals 52/////////////////////////////////////////////////////////////////////////////// 53 54/** 55 * Structure mapping Skia xfermodes to OpenGL blending factors. 56 */ 57struct Blender { 58 SkXfermode::Mode mode; 59 GLenum src; 60 GLenum dst; 61}; // struct Blender 62 63// In this array, the index of each Blender equals the value of the first 64// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 65static const Blender gBlends[] = { 66 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 67 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 68 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 69 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 70 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 71 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 72 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 73 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 74 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 75 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 76 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 77 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 78}; 79 80// This array contains the swapped version of each SkXfermode. For instance 81// this array's SrcOver blending mode is actually DstOver. You can refer to 82// createLayer() for more information on the purpose of this array. 83static const Blender gBlendsSwap[] = { 84 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 85 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 86 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 87 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 88 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 89 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 90 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 91 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 92 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 93 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 94 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 95 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 96}; 97 98static const GLenum gTextureUnits[] = { 99 GL_TEXTURE0, 100 GL_TEXTURE1, 101 GL_TEXTURE2 102}; 103 104/////////////////////////////////////////////////////////////////////////////// 105// Constructors/destructor 106/////////////////////////////////////////////////////////////////////////////// 107 108OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 109 mShader = NULL; 110 mColorFilter = NULL; 111 mHasShadow = false; 112 113 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 114 115 mFirstSnapshot = new Snapshot; 116} 117 118OpenGLRenderer::~OpenGLRenderer() { 119 // The context has already been destroyed at this point, do not call 120 // GL APIs. All GL state should be kept in Caches.h 121} 122 123/////////////////////////////////////////////////////////////////////////////// 124// Setup 125/////////////////////////////////////////////////////////////////////////////// 126 127void OpenGLRenderer::setViewport(int width, int height) { 128 glDisable(GL_DITHER); 129 glViewport(0, 0, width, height); 130 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 131 132 mWidth = width; 133 mHeight = height; 134 135 mFirstSnapshot->height = height; 136 mFirstSnapshot->viewport.set(0, 0, width, height); 137 138 mDirtyClip = false; 139} 140 141void OpenGLRenderer::prepare(bool opaque) { 142 prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 143} 144 145void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 146 mCaches.clearGarbage(); 147 148 mSnapshot = new Snapshot(mFirstSnapshot, 149 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 150 mSnapshot->fbo = getTargetFbo(); 151 152 mSaveCount = 1; 153 154 glViewport(0, 0, mWidth, mHeight); 155 156 glEnable(GL_SCISSOR_TEST); 157 glScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 158 mSnapshot->setClip(left, top, right, bottom); 159 160 if (!opaque) { 161 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 162 glClear(GL_COLOR_BUFFER_BIT); 163 } 164} 165 166void OpenGLRenderer::finish() { 167#if DEBUG_OPENGL 168 GLenum status = GL_NO_ERROR; 169 while ((status = glGetError()) != GL_NO_ERROR) { 170 LOGD("GL error from OpenGLRenderer: 0x%x", status); 171 switch (status) { 172 case GL_OUT_OF_MEMORY: 173 LOGE(" OpenGLRenderer is out of memory!"); 174 break; 175 } 176 } 177#endif 178#if DEBUG_MEMORY_USAGE 179 mCaches.dumpMemoryUsage(); 180#else 181 if (mCaches.getDebugLevel() & kDebugMemory) { 182 mCaches.dumpMemoryUsage(); 183 } 184#endif 185} 186 187void OpenGLRenderer::interrupt() { 188 if (mCaches.currentProgram) { 189 if (mCaches.currentProgram->isInUse()) { 190 mCaches.currentProgram->remove(); 191 mCaches.currentProgram = NULL; 192 } 193 } 194 mCaches.unbindMeshBuffer(); 195} 196 197void OpenGLRenderer::resume() { 198 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 199 200 glEnable(GL_SCISSOR_TEST); 201 dirtyClip(); 202 203 glDisable(GL_DITHER); 204 205 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 206 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 207 208 mCaches.blend = true; 209 glEnable(GL_BLEND); 210 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 211 glBlendEquation(GL_FUNC_ADD); 212} 213 214bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) { 215 interrupt(); 216 if (mDirtyClip) { 217 setScissorFromClip(); 218 } 219 220 Rect clip(*mSnapshot->clipRect); 221 clip.snapToPixelBoundaries(); 222 223#if RENDER_LAYERS_AS_REGIONS 224 // Since we don't know what the functor will draw, let's dirty 225 // tne entire clip region 226 if (hasLayer()) { 227 dirtyLayerUnchecked(clip, getRegion()); 228 } 229#endif 230 231 DrawGlInfo info; 232 info.clipLeft = clip.left; 233 info.clipTop = clip.top; 234 info.clipRight = clip.right; 235 info.clipBottom = clip.bottom; 236 info.isLayer = hasLayer(); 237 getSnapshot()->transform->copyTo(&info.transform[0]); 238 239 status_t result = (*functor)(0, &info); 240 241 if (result != 0) { 242 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 243 dirty.unionWith(localDirty); 244 } 245 246 resume(); 247 return result != 0; 248} 249 250/////////////////////////////////////////////////////////////////////////////// 251// State management 252/////////////////////////////////////////////////////////////////////////////// 253 254int OpenGLRenderer::getSaveCount() const { 255 return mSaveCount; 256} 257 258int OpenGLRenderer::save(int flags) { 259 return saveSnapshot(flags); 260} 261 262void OpenGLRenderer::restore() { 263 if (mSaveCount > 1) { 264 restoreSnapshot(); 265 } 266} 267 268void OpenGLRenderer::restoreToCount(int saveCount) { 269 if (saveCount < 1) saveCount = 1; 270 271 while (mSaveCount > saveCount) { 272 restoreSnapshot(); 273 } 274} 275 276int OpenGLRenderer::saveSnapshot(int flags) { 277 mSnapshot = new Snapshot(mSnapshot, flags); 278 return mSaveCount++; 279} 280 281bool OpenGLRenderer::restoreSnapshot() { 282 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 283 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 284 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 285 286 sp<Snapshot> current = mSnapshot; 287 sp<Snapshot> previous = mSnapshot->previous; 288 289 if (restoreOrtho) { 290 Rect& r = previous->viewport; 291 glViewport(r.left, r.top, r.right, r.bottom); 292 mOrthoMatrix.load(current->orthoMatrix); 293 } 294 295 mSaveCount--; 296 mSnapshot = previous; 297 298 if (restoreClip) { 299 dirtyClip(); 300 } 301 302 if (restoreLayer) { 303 composeLayer(current, previous); 304 } 305 306 return restoreClip; 307} 308 309/////////////////////////////////////////////////////////////////////////////// 310// Layers 311/////////////////////////////////////////////////////////////////////////////// 312 313int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 314 SkPaint* p, int flags) { 315 const GLuint previousFbo = mSnapshot->fbo; 316 const int count = saveSnapshot(flags); 317 318 if (!mSnapshot->isIgnored()) { 319 int alpha = 255; 320 SkXfermode::Mode mode; 321 322 if (p) { 323 alpha = p->getAlpha(); 324 if (!mCaches.extensions.hasFramebufferFetch()) { 325 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 326 if (!isMode) { 327 // Assume SRC_OVER 328 mode = SkXfermode::kSrcOver_Mode; 329 } 330 } else { 331 mode = getXfermode(p->getXfermode()); 332 } 333 } else { 334 mode = SkXfermode::kSrcOver_Mode; 335 } 336 337 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 338 } 339 340 return count; 341} 342 343int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 344 int alpha, int flags) { 345 if (alpha >= 255 - ALPHA_THRESHOLD) { 346 return saveLayer(left, top, right, bottom, NULL, flags); 347 } else { 348 SkPaint paint; 349 paint.setAlpha(alpha); 350 return saveLayer(left, top, right, bottom, &paint, flags); 351 } 352} 353 354/** 355 * Layers are viewed by Skia are slightly different than layers in image editing 356 * programs (for instance.) When a layer is created, previously created layers 357 * and the frame buffer still receive every drawing command. For instance, if a 358 * layer is created and a shape intersecting the bounds of the layers and the 359 * framebuffer is draw, the shape will be drawn on both (unless the layer was 360 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 361 * 362 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 363 * texture. Unfortunately, this is inefficient as it requires every primitive to 364 * be drawn n + 1 times, where n is the number of active layers. In practice this 365 * means, for every primitive: 366 * - Switch active frame buffer 367 * - Change viewport, clip and projection matrix 368 * - Issue the drawing 369 * 370 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 371 * To avoid this, layers are implemented in a different way here, at least in the 372 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 373 * is set. When this flag is set we can redirect all drawing operations into a 374 * single FBO. 375 * 376 * This implementation relies on the frame buffer being at least RGBA 8888. When 377 * a layer is created, only a texture is created, not an FBO. The content of the 378 * frame buffer contained within the layer's bounds is copied into this texture 379 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 380 * buffer and drawing continues as normal. This technique therefore treats the 381 * frame buffer as a scratch buffer for the layers. 382 * 383 * To compose the layers back onto the frame buffer, each layer texture 384 * (containing the original frame buffer data) is drawn as a simple quad over 385 * the frame buffer. The trick is that the quad is set as the composition 386 * destination in the blending equation, and the frame buffer becomes the source 387 * of the composition. 388 * 389 * Drawing layers with an alpha value requires an extra step before composition. 390 * An empty quad is drawn over the layer's region in the frame buffer. This quad 391 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 392 * quad is used to multiply the colors in the frame buffer. This is achieved by 393 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 394 * GL_ZERO, GL_SRC_ALPHA. 395 * 396 * Because glCopyTexImage2D() can be slow, an alternative implementation might 397 * be use to draw a single clipped layer. The implementation described above 398 * is correct in every case. 399 * 400 * (1) The frame buffer is actually not cleared right away. To allow the GPU 401 * to potentially optimize series of calls to glCopyTexImage2D, the frame 402 * buffer is left untouched until the first drawing operation. Only when 403 * something actually gets drawn are the layers regions cleared. 404 */ 405bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 406 float right, float bottom, int alpha, SkXfermode::Mode mode, 407 int flags, GLuint previousFbo) { 408 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 409 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 410 411 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 412 413 // Window coordinates of the layer 414 Rect bounds(left, top, right, bottom); 415 if (!fboLayer) { 416 mSnapshot->transform->mapRect(bounds); 417 418 // Layers only make sense if they are in the framebuffer's bounds 419 if (bounds.intersect(*snapshot->clipRect)) { 420 // We cannot work with sub-pixels in this case 421 bounds.snapToPixelBoundaries(); 422 423 // When the layer is not an FBO, we may use glCopyTexImage so we 424 // need to make sure the layer does not extend outside the bounds 425 // of the framebuffer 426 if (!bounds.intersect(snapshot->previous->viewport)) { 427 bounds.setEmpty(); 428 } 429 } else { 430 bounds.setEmpty(); 431 } 432 } 433 434 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 435 bounds.getHeight() > mCaches.maxTextureSize) { 436 snapshot->empty = fboLayer; 437 } else { 438 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 439 } 440 441 // Bail out if we won't draw in this snapshot 442 if (snapshot->invisible || snapshot->empty) { 443 return false; 444 } 445 446 glActiveTexture(gTextureUnits[0]); 447 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 448 if (!layer) { 449 return false; 450 } 451 452 layer->setAlpha(alpha, mode); 453 layer->layer.set(bounds); 454 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 455 bounds.getWidth() / float(layer->getWidth()), 0.0f); 456 layer->setColorFilter(mColorFilter); 457 458 // Save the layer in the snapshot 459 snapshot->flags |= Snapshot::kFlagIsLayer; 460 snapshot->layer = layer; 461 462 if (fboLayer) { 463 return createFboLayer(layer, bounds, snapshot, previousFbo); 464 } else { 465 // Copy the framebuffer into the layer 466 layer->bindTexture(); 467 if (!bounds.isEmpty()) { 468 if (layer->isEmpty()) { 469 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 470 bounds.left, snapshot->height - bounds.bottom, 471 layer->getWidth(), layer->getHeight(), 0); 472 layer->setEmpty(false); 473 } else { 474 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 475 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 476 } 477 478 // Enqueue the buffer coordinates to clear the corresponding region later 479 mLayers.push(new Rect(bounds)); 480 } 481 } 482 483 return true; 484} 485 486bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 487 GLuint previousFbo) { 488 layer->setFbo(mCaches.fboCache.get()); 489 490#if RENDER_LAYERS_AS_REGIONS 491 snapshot->region = &snapshot->layer->region; 492 snapshot->flags |= Snapshot::kFlagFboTarget; 493#endif 494 495 Rect clip(bounds); 496 snapshot->transform->mapRect(clip); 497 clip.intersect(*snapshot->clipRect); 498 clip.snapToPixelBoundaries(); 499 clip.intersect(snapshot->previous->viewport); 500 501 mat4 inverse; 502 inverse.loadInverse(*mSnapshot->transform); 503 504 inverse.mapRect(clip); 505 clip.snapToPixelBoundaries(); 506 clip.intersect(bounds); 507 clip.translate(-bounds.left, -bounds.top); 508 509 snapshot->flags |= Snapshot::kFlagIsFboLayer; 510 snapshot->fbo = layer->getFbo(); 511 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 512 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 513 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 514 snapshot->height = bounds.getHeight(); 515 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 516 snapshot->orthoMatrix.load(mOrthoMatrix); 517 518 // Bind texture to FBO 519 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 520 layer->bindTexture(); 521 522 // Initialize the texture if needed 523 if (layer->isEmpty()) { 524 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 525 layer->setEmpty(false); 526 } 527 528 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 529 layer->getTexture(), 0); 530 531#if DEBUG_LAYERS_AS_REGIONS 532 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 533 if (status != GL_FRAMEBUFFER_COMPLETE) { 534 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 535 536 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 537 layer->deleteTexture(); 538 mCaches.fboCache.put(layer->getFbo()); 539 540 delete layer; 541 542 return false; 543 } 544#endif 545 546 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 547 glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 548 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 549 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 550 glClear(GL_COLOR_BUFFER_BIT); 551 552 dirtyClip(); 553 554 // Change the ortho projection 555 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 556 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 557 558 return true; 559} 560 561/** 562 * Read the documentation of createLayer() before doing anything in this method. 563 */ 564void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 565 if (!current->layer) { 566 LOGE("Attempting to compose a layer that does not exist"); 567 return; 568 } 569 570 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 571 572 if (fboLayer) { 573 // Unbind current FBO and restore previous one 574 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 575 } 576 577 Layer* layer = current->layer; 578 const Rect& rect = layer->layer; 579 580 if (!fboLayer && layer->getAlpha() < 255) { 581 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 582 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 583 // Required below, composeLayerRect() will divide by 255 584 layer->setAlpha(255); 585 } 586 587 mCaches.unbindMeshBuffer(); 588 589 glActiveTexture(gTextureUnits[0]); 590 591 // When the layer is stored in an FBO, we can save a bit of fillrate by 592 // drawing only the dirty region 593 if (fboLayer) { 594 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 595 if (layer->getColorFilter()) { 596 setupColorFilter(layer->getColorFilter()); 597 } 598 composeLayerRegion(layer, rect); 599 if (layer->getColorFilter()) { 600 resetColorFilter(); 601 } 602 } else if (!rect.isEmpty()) { 603 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 604 composeLayerRect(layer, rect, true); 605 } 606 607 if (fboLayer) { 608 // Detach the texture from the FBO 609 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 610 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 611 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 612 613 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 614 mCaches.fboCache.put(current->fbo); 615 } 616 617 dirtyClip(); 618 619 // Failing to add the layer to the cache should happen only if the layer is too large 620 if (!mCaches.layerCache.put(layer)) { 621 LAYER_LOGD("Deleting layer"); 622 layer->deleteTexture(); 623 delete layer; 624 } 625} 626 627void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 628 float alpha = layer->getAlpha() / 255.0f; 629 630 setupDraw(); 631 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 632 setupDrawWithTexture(); 633 } else { 634 setupDrawWithExternalTexture(); 635 } 636 setupDrawTextureTransform(); 637 setupDrawColor(alpha, alpha, alpha, alpha); 638 setupDrawColorFilter(); 639 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 640 setupDrawProgram(); 641 setupDrawPureColorUniforms(); 642 setupDrawColorFilterUniforms(); 643 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 644 setupDrawTexture(layer->getTexture()); 645 } else { 646 setupDrawExternalTexture(layer->getTexture()); 647 } 648 if (mSnapshot->transform->isPureTranslate() && 649 layer->getWidth() == (uint32_t) rect.getWidth() && 650 layer->getHeight() == (uint32_t) rect.getHeight()) { 651 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 652 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 653 654 layer->setFilter(GL_NEAREST, GL_NEAREST); 655 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 656 } else { 657 layer->setFilter(GL_LINEAR, GL_LINEAR); 658 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 659 } 660 setupDrawTextureTransformUniforms(layer->getTexTransform()); 661 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 662 663 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 664 665 finishDrawTexture(); 666} 667 668void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 669 if (!layer->isTextureLayer()) { 670 const Rect& texCoords = layer->texCoords; 671 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 672 texCoords.right, texCoords.bottom); 673 674 float x = rect.left; 675 float y = rect.top; 676 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 677 layer->getWidth() == (uint32_t) rect.getWidth() && 678 layer->getHeight() == (uint32_t) rect.getHeight(); 679 680 if (simpleTransform) { 681 // When we're swapping, the layer is already in screen coordinates 682 if (!swap) { 683 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 684 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 685 } 686 687 layer->setFilter(GL_NEAREST, GL_NEAREST, true); 688 } else { 689 layer->setFilter(GL_LINEAR, GL_LINEAR, true); 690 } 691 692 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 693 layer->getTexture(), layer->getAlpha() / 255.0f, 694 layer->getMode(), layer->isBlend(), 695 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 696 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 697 698 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 699 } else { 700 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 701 drawTextureLayer(layer, rect); 702 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 703 } 704} 705 706void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 707#if RENDER_LAYERS_AS_REGIONS 708 if (layer->region.isRect()) { 709 layer->setRegionAsRect(); 710 711 composeLayerRect(layer, layer->regionRect); 712 713 layer->region.clear(); 714 return; 715 } 716 717 if (!layer->region.isEmpty()) { 718 size_t count; 719 const android::Rect* rects = layer->region.getArray(&count); 720 721 const float alpha = layer->getAlpha() / 255.0f; 722 const float texX = 1.0f / float(layer->getWidth()); 723 const float texY = 1.0f / float(layer->getHeight()); 724 const float height = rect.getHeight(); 725 726 TextureVertex* mesh = mCaches.getRegionMesh(); 727 GLsizei numQuads = 0; 728 729 setupDraw(); 730 setupDrawWithTexture(); 731 setupDrawColor(alpha, alpha, alpha, alpha); 732 setupDrawColorFilter(); 733 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 734 setupDrawProgram(); 735 setupDrawDirtyRegionsDisabled(); 736 setupDrawPureColorUniforms(); 737 setupDrawColorFilterUniforms(); 738 setupDrawTexture(layer->getTexture()); 739 if (mSnapshot->transform->isPureTranslate()) { 740 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 741 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 742 743 layer->setFilter(GL_NEAREST, GL_NEAREST); 744 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 745 } else { 746 layer->setFilter(GL_LINEAR, GL_LINEAR); 747 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 748 } 749 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]); 750 751 for (size_t i = 0; i < count; i++) { 752 const android::Rect* r = &rects[i]; 753 754 const float u1 = r->left * texX; 755 const float v1 = (height - r->top) * texY; 756 const float u2 = r->right * texX; 757 const float v2 = (height - r->bottom) * texY; 758 759 // TODO: Reject quads outside of the clip 760 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 761 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 762 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 763 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 764 765 numQuads++; 766 767 if (numQuads >= REGION_MESH_QUAD_COUNT) { 768 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 769 numQuads = 0; 770 mesh = mCaches.getRegionMesh(); 771 } 772 } 773 774 if (numQuads > 0) { 775 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 776 } 777 778 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 779 finishDrawTexture(); 780 781#if DEBUG_LAYERS_AS_REGIONS 782 drawRegionRects(layer->region); 783#endif 784 785 layer->region.clear(); 786 } 787#else 788 composeLayerRect(layer, rect); 789#endif 790} 791 792void OpenGLRenderer::drawRegionRects(const Region& region) { 793#if DEBUG_LAYERS_AS_REGIONS 794 size_t count; 795 const android::Rect* rects = region.getArray(&count); 796 797 uint32_t colors[] = { 798 0x7fff0000, 0x7f00ff00, 799 0x7f0000ff, 0x7fff00ff, 800 }; 801 802 int offset = 0; 803 int32_t top = rects[0].top; 804 805 for (size_t i = 0; i < count; i++) { 806 if (top != rects[i].top) { 807 offset ^= 0x2; 808 top = rects[i].top; 809 } 810 811 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 812 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 813 SkXfermode::kSrcOver_Mode); 814 } 815#endif 816} 817 818void OpenGLRenderer::dirtyLayer(const float left, const float top, 819 const float right, const float bottom, const mat4 transform) { 820#if RENDER_LAYERS_AS_REGIONS 821 if (hasLayer()) { 822 Rect bounds(left, top, right, bottom); 823 transform.mapRect(bounds); 824 dirtyLayerUnchecked(bounds, getRegion()); 825 } 826#endif 827} 828 829void OpenGLRenderer::dirtyLayer(const float left, const float top, 830 const float right, const float bottom) { 831#if RENDER_LAYERS_AS_REGIONS 832 if (hasLayer()) { 833 Rect bounds(left, top, right, bottom); 834 dirtyLayerUnchecked(bounds, getRegion()); 835 } 836#endif 837} 838 839void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 840#if RENDER_LAYERS_AS_REGIONS 841 if (bounds.intersect(*mSnapshot->clipRect)) { 842 bounds.snapToPixelBoundaries(); 843 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 844 if (!dirty.isEmpty()) { 845 region->orSelf(dirty); 846 } 847 } 848#endif 849} 850 851void OpenGLRenderer::clearLayerRegions() { 852 const size_t count = mLayers.size(); 853 if (count == 0) return; 854 855 if (!mSnapshot->isIgnored()) { 856 // Doing several glScissor/glClear here can negatively impact 857 // GPUs with a tiler architecture, instead we draw quads with 858 // the Clear blending mode 859 860 // The list contains bounds that have already been clipped 861 // against their initial clip rect, and the current clip 862 // is likely different so we need to disable clipping here 863 glDisable(GL_SCISSOR_TEST); 864 865 Vertex mesh[count * 6]; 866 Vertex* vertex = mesh; 867 868 for (uint32_t i = 0; i < count; i++) { 869 Rect* bounds = mLayers.itemAt(i); 870 871 Vertex::set(vertex++, bounds->left, bounds->bottom); 872 Vertex::set(vertex++, bounds->left, bounds->top); 873 Vertex::set(vertex++, bounds->right, bounds->top); 874 Vertex::set(vertex++, bounds->left, bounds->bottom); 875 Vertex::set(vertex++, bounds->right, bounds->top); 876 Vertex::set(vertex++, bounds->right, bounds->bottom); 877 878 delete bounds; 879 } 880 881 setupDraw(false); 882 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 883 setupDrawBlending(true, SkXfermode::kClear_Mode); 884 setupDrawProgram(); 885 setupDrawPureColorUniforms(); 886 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 887 888 mCaches.unbindMeshBuffer(); 889 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 890 gVertexStride, &mesh[0].position[0]); 891 glDrawArrays(GL_TRIANGLES, 0, count * 6); 892 893 glEnable(GL_SCISSOR_TEST); 894 } else { 895 for (uint32_t i = 0; i < count; i++) { 896 delete mLayers.itemAt(i); 897 } 898 } 899 900 mLayers.clear(); 901} 902 903/////////////////////////////////////////////////////////////////////////////// 904// Transforms 905/////////////////////////////////////////////////////////////////////////////// 906 907void OpenGLRenderer::translate(float dx, float dy) { 908 mSnapshot->transform->translate(dx, dy, 0.0f); 909} 910 911void OpenGLRenderer::rotate(float degrees) { 912 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 913} 914 915void OpenGLRenderer::scale(float sx, float sy) { 916 mSnapshot->transform->scale(sx, sy, 1.0f); 917} 918 919void OpenGLRenderer::skew(float sx, float sy) { 920 mSnapshot->transform->skew(sx, sy); 921} 922 923void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 924 mSnapshot->transform->load(*matrix); 925} 926 927const float* OpenGLRenderer::getMatrix() const { 928 if (mSnapshot->fbo != 0) { 929 return &mSnapshot->transform->data[0]; 930 } 931 return &mIdentity.data[0]; 932} 933 934void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 935 mSnapshot->transform->copyTo(*matrix); 936} 937 938void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 939 SkMatrix transform; 940 mSnapshot->transform->copyTo(transform); 941 transform.preConcat(*matrix); 942 mSnapshot->transform->load(transform); 943} 944 945/////////////////////////////////////////////////////////////////////////////// 946// Clipping 947/////////////////////////////////////////////////////////////////////////////// 948 949void OpenGLRenderer::setScissorFromClip() { 950 Rect clip(*mSnapshot->clipRect); 951 clip.snapToPixelBoundaries(); 952 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 953 mDirtyClip = false; 954} 955 956const Rect& OpenGLRenderer::getClipBounds() { 957 return mSnapshot->getLocalClip(); 958} 959 960bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 961 if (mSnapshot->isIgnored()) { 962 return true; 963 } 964 965 Rect r(left, top, right, bottom); 966 mSnapshot->transform->mapRect(r); 967 r.snapToPixelBoundaries(); 968 969 Rect clipRect(*mSnapshot->clipRect); 970 clipRect.snapToPixelBoundaries(); 971 972 return !clipRect.intersects(r); 973} 974 975bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 976 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 977 if (clipped) { 978 dirtyClip(); 979 } 980 return !mSnapshot->clipRect->isEmpty(); 981} 982 983/////////////////////////////////////////////////////////////////////////////// 984// Drawing commands 985/////////////////////////////////////////////////////////////////////////////// 986 987void OpenGLRenderer::setupDraw(bool clear) { 988 if (clear) clearLayerRegions(); 989 if (mDirtyClip) { 990 setScissorFromClip(); 991 } 992 mDescription.reset(); 993 mSetShaderColor = false; 994 mColorSet = false; 995 mColorA = mColorR = mColorG = mColorB = 0.0f; 996 mTextureUnit = 0; 997 mTrackDirtyRegions = true; 998 mTexCoordsSlot = -1; 999} 1000 1001void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1002 mDescription.hasTexture = true; 1003 mDescription.hasAlpha8Texture = isAlpha8; 1004} 1005 1006void OpenGLRenderer::setupDrawWithExternalTexture() { 1007 mDescription.hasExternalTexture = true; 1008} 1009 1010void OpenGLRenderer::setupDrawAALine() { 1011 mDescription.isAA = true; 1012} 1013 1014void OpenGLRenderer::setupDrawPoint(float pointSize) { 1015 mDescription.isPoint = true; 1016 mDescription.pointSize = pointSize; 1017} 1018 1019void OpenGLRenderer::setupDrawColor(int color) { 1020 setupDrawColor(color, (color >> 24) & 0xFF); 1021} 1022 1023void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1024 mColorA = alpha / 255.0f; 1025 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1026 // the rgb values by a instead of also dividing by 255 1027 const float a = mColorA / 255.0f; 1028 mColorR = a * ((color >> 16) & 0xFF); 1029 mColorG = a * ((color >> 8) & 0xFF); 1030 mColorB = a * ((color ) & 0xFF); 1031 mColorSet = true; 1032 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1033} 1034 1035void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1036 mColorA = alpha / 255.0f; 1037 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1038 // the rgb values by a instead of also dividing by 255 1039 const float a = mColorA / 255.0f; 1040 mColorR = a * ((color >> 16) & 0xFF); 1041 mColorG = a * ((color >> 8) & 0xFF); 1042 mColorB = a * ((color ) & 0xFF); 1043 mColorSet = true; 1044 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1045} 1046 1047void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1048 mColorA = a; 1049 mColorR = r; 1050 mColorG = g; 1051 mColorB = b; 1052 mColorSet = true; 1053 mSetShaderColor = mDescription.setColor(r, g, b, a); 1054} 1055 1056void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 1057 mColorA = a; 1058 mColorR = r; 1059 mColorG = g; 1060 mColorB = b; 1061 mColorSet = true; 1062 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 1063} 1064 1065void OpenGLRenderer::setupDrawShader() { 1066 if (mShader) { 1067 mShader->describe(mDescription, mCaches.extensions); 1068 } 1069} 1070 1071void OpenGLRenderer::setupDrawColorFilter() { 1072 if (mColorFilter) { 1073 mColorFilter->describe(mDescription, mCaches.extensions); 1074 } 1075} 1076 1077void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1078 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1079 mColorA = 1.0f; 1080 mColorR = mColorG = mColorB = 0.0f; 1081 mSetShaderColor = mDescription.modulate = true; 1082 } 1083} 1084 1085void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1086 // When the blending mode is kClear_Mode, we need to use a modulate color 1087 // argb=1,0,0,0 1088 accountForClear(mode); 1089 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1090 mDescription, swapSrcDst); 1091} 1092 1093void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1094 // When the blending mode is kClear_Mode, we need to use a modulate color 1095 // argb=1,0,0,0 1096 accountForClear(mode); 1097 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1098 mDescription, swapSrcDst); 1099} 1100 1101void OpenGLRenderer::setupDrawProgram() { 1102 useProgram(mCaches.programCache.get(mDescription)); 1103} 1104 1105void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1106 mTrackDirtyRegions = false; 1107} 1108 1109void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1110 bool ignoreTransform) { 1111 mModelView.loadTranslate(left, top, 0.0f); 1112 if (!ignoreTransform) { 1113 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1114 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1115 } else { 1116 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1117 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1118 } 1119} 1120 1121void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1122 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1123} 1124 1125void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1126 bool ignoreTransform, bool ignoreModelView) { 1127 if (!ignoreModelView) { 1128 mModelView.loadTranslate(left, top, 0.0f); 1129 mModelView.scale(right - left, bottom - top, 1.0f); 1130 } else { 1131 mModelView.loadIdentity(); 1132 } 1133 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1134 if (!ignoreTransform) { 1135 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1136 if (mTrackDirtyRegions && dirty) { 1137 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1138 } 1139 } else { 1140 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1141 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1142 } 1143} 1144 1145void OpenGLRenderer::setupDrawPointUniforms() { 1146 int slot = mCaches.currentProgram->getUniform("pointSize"); 1147 glUniform1f(slot, mDescription.pointSize); 1148} 1149 1150void OpenGLRenderer::setupDrawColorUniforms() { 1151 if (mColorSet || (mShader && mSetShaderColor)) { 1152 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1153 } 1154} 1155 1156void OpenGLRenderer::setupDrawPureColorUniforms() { 1157 if (mSetShaderColor) { 1158 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1159 } 1160} 1161 1162void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1163 if (mShader) { 1164 if (ignoreTransform) { 1165 mModelView.loadInverse(*mSnapshot->transform); 1166 } 1167 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1168 } 1169} 1170 1171void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1172 if (mShader) { 1173 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1174 } 1175} 1176 1177void OpenGLRenderer::setupDrawColorFilterUniforms() { 1178 if (mColorFilter) { 1179 mColorFilter->setupProgram(mCaches.currentProgram); 1180 } 1181} 1182 1183void OpenGLRenderer::setupDrawSimpleMesh() { 1184 mCaches.bindMeshBuffer(); 1185 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1186 gMeshStride, 0); 1187} 1188 1189void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1190 bindTexture(texture); 1191 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1192 1193 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1194 glEnableVertexAttribArray(mTexCoordsSlot); 1195} 1196 1197void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1198 bindExternalTexture(texture); 1199 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1200 1201 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1202 glEnableVertexAttribArray(mTexCoordsSlot); 1203} 1204 1205void OpenGLRenderer::setupDrawTextureTransform() { 1206 mDescription.hasTextureTransform = true; 1207} 1208 1209void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1210 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1211 GL_FALSE, &transform.data[0]); 1212} 1213 1214void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1215 if (!vertices) { 1216 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1217 } else { 1218 mCaches.unbindMeshBuffer(); 1219 } 1220 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1221 gMeshStride, vertices); 1222 if (mTexCoordsSlot >= 0) { 1223 glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1224 } 1225} 1226 1227void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1228 mCaches.unbindMeshBuffer(); 1229 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1230 gVertexStride, vertices); 1231} 1232 1233/** 1234 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1235 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1236 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1237 * attributes (one per vertex) are values from zero to one that tells the fragment 1238 * shader where the fragment is in relation to the line width/length overall; these values are 1239 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1240 * region of the line. 1241 * Note that we only pass down the width values in this setup function. The length coordinates 1242 * are set up for each individual segment. 1243 */ 1244void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1245 GLvoid* lengthCoords, float boundaryWidthProportion) { 1246 mCaches.unbindMeshBuffer(); 1247 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1248 gAAVertexStride, vertices); 1249 int widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1250 glEnableVertexAttribArray(widthSlot); 1251 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1252 int lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1253 glEnableVertexAttribArray(lengthSlot); 1254 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1255 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1256 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1257 // Setting the inverse value saves computations per-fragment in the shader 1258 int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1259 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1260} 1261 1262void OpenGLRenderer::finishDrawTexture() { 1263 glDisableVertexAttribArray(mTexCoordsSlot); 1264} 1265 1266/////////////////////////////////////////////////////////////////////////////// 1267// Drawing 1268/////////////////////////////////////////////////////////////////////////////// 1269 1270bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height, 1271 Rect& dirty, uint32_t level) { 1272 if (quickReject(0.0f, 0.0f, width, height)) { 1273 return false; 1274 } 1275 1276 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1277 // will be performed by the display list itself 1278 if (displayList) { 1279 return displayList->replay(*this, dirty, level); 1280 } 1281 1282 return false; 1283} 1284 1285void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1286 if (displayList) { 1287 displayList->output(*this, level); 1288 } 1289} 1290 1291void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1292 int alpha; 1293 SkXfermode::Mode mode; 1294 getAlphaAndMode(paint, &alpha, &mode); 1295 1296 float x = left; 1297 float y = top; 1298 1299 GLenum filter = GL_LINEAR; 1300 bool ignoreTransform = false; 1301 if (mSnapshot->transform->isPureTranslate()) { 1302 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1303 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1304 ignoreTransform = true; 1305 filter = GL_NEAREST; 1306 } 1307 1308 setupDraw(); 1309 setupDrawWithTexture(true); 1310 if (paint) { 1311 setupDrawAlpha8Color(paint->getColor(), alpha); 1312 } 1313 setupDrawColorFilter(); 1314 setupDrawShader(); 1315 setupDrawBlending(true, mode); 1316 setupDrawProgram(); 1317 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1318 1319 setupDrawTexture(texture->id); 1320 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1321 texture->setFilter(filter, filter); 1322 1323 setupDrawPureColorUniforms(); 1324 setupDrawColorFilterUniforms(); 1325 setupDrawShaderUniforms(); 1326 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1327 1328 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1329 1330 finishDrawTexture(); 1331} 1332 1333void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1334 const float right = left + bitmap->width(); 1335 const float bottom = top + bitmap->height(); 1336 1337 if (quickReject(left, top, right, bottom)) { 1338 return; 1339 } 1340 1341 glActiveTexture(gTextureUnits[0]); 1342 Texture* texture = mCaches.textureCache.get(bitmap); 1343 if (!texture) return; 1344 const AutoTexture autoCleanup(texture); 1345 1346 if (bitmap->getConfig() == SkBitmap::kA8_Config) { 1347 drawAlphaBitmap(texture, left, top, paint); 1348 } else { 1349 drawTextureRect(left, top, right, bottom, texture, paint); 1350 } 1351} 1352 1353void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1354 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1355 const mat4 transform(*matrix); 1356 transform.mapRect(r); 1357 1358 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1359 return; 1360 } 1361 1362 glActiveTexture(gTextureUnits[0]); 1363 Texture* texture = mCaches.textureCache.get(bitmap); 1364 if (!texture) return; 1365 const AutoTexture autoCleanup(texture); 1366 1367 // This could be done in a cheaper way, all we need is pass the matrix 1368 // to the vertex shader. The save/restore is a bit overkill. 1369 save(SkCanvas::kMatrix_SaveFlag); 1370 concatMatrix(matrix); 1371 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1372 restore(); 1373} 1374 1375void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1376 float* vertices, int* colors, SkPaint* paint) { 1377 // TODO: Do a quickReject 1378 if (!vertices || mSnapshot->isIgnored()) { 1379 return; 1380 } 1381 1382 glActiveTexture(gTextureUnits[0]); 1383 Texture* texture = mCaches.textureCache.get(bitmap); 1384 if (!texture) return; 1385 const AutoTexture autoCleanup(texture); 1386 1387 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true); 1388 texture->setFilter(GL_LINEAR, GL_LINEAR, true); 1389 1390 int alpha; 1391 SkXfermode::Mode mode; 1392 getAlphaAndMode(paint, &alpha, &mode); 1393 1394 const uint32_t count = meshWidth * meshHeight * 6; 1395 1396 float left = FLT_MAX; 1397 float top = FLT_MAX; 1398 float right = FLT_MIN; 1399 float bottom = FLT_MIN; 1400 1401#if RENDER_LAYERS_AS_REGIONS 1402 bool hasActiveLayer = hasLayer(); 1403#else 1404 bool hasActiveLayer = false; 1405#endif 1406 1407 // TODO: Support the colors array 1408 TextureVertex mesh[count]; 1409 TextureVertex* vertex = mesh; 1410 for (int32_t y = 0; y < meshHeight; y++) { 1411 for (int32_t x = 0; x < meshWidth; x++) { 1412 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1413 1414 float u1 = float(x) / meshWidth; 1415 float u2 = float(x + 1) / meshWidth; 1416 float v1 = float(y) / meshHeight; 1417 float v2 = float(y + 1) / meshHeight; 1418 1419 int ax = i + (meshWidth + 1) * 2; 1420 int ay = ax + 1; 1421 int bx = i; 1422 int by = bx + 1; 1423 int cx = i + 2; 1424 int cy = cx + 1; 1425 int dx = i + (meshWidth + 1) * 2 + 2; 1426 int dy = dx + 1; 1427 1428 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1429 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1430 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1431 1432 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1433 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1434 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1435 1436#if RENDER_LAYERS_AS_REGIONS 1437 if (hasActiveLayer) { 1438 // TODO: This could be optimized to avoid unnecessary ops 1439 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1440 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1441 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1442 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1443 } 1444#endif 1445 } 1446 } 1447 1448#if RENDER_LAYERS_AS_REGIONS 1449 if (hasActiveLayer) { 1450 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1451 } 1452#endif 1453 1454 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1455 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1456 GL_TRIANGLES, count, false, false, 0, false, false); 1457} 1458 1459void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1460 float srcLeft, float srcTop, float srcRight, float srcBottom, 1461 float dstLeft, float dstTop, float dstRight, float dstBottom, 1462 SkPaint* paint) { 1463 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1464 return; 1465 } 1466 1467 glActiveTexture(gTextureUnits[0]); 1468 Texture* texture = mCaches.textureCache.get(bitmap); 1469 if (!texture) return; 1470 const AutoTexture autoCleanup(texture); 1471 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true); 1472 1473 const float width = texture->width; 1474 const float height = texture->height; 1475 1476 const float u1 = (srcLeft + 0.5f) / width; 1477 const float v1 = (srcTop + 0.5f) / height; 1478 const float u2 = (srcRight - 0.5f) / width; 1479 const float v2 = (srcBottom - 0.5f) / height; 1480 1481 mCaches.unbindMeshBuffer(); 1482 resetDrawTextureTexCoords(u1, v1, u2, v2); 1483 1484 int alpha; 1485 SkXfermode::Mode mode; 1486 getAlphaAndMode(paint, &alpha, &mode); 1487 1488 if (mSnapshot->transform->isPureTranslate()) { 1489 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1490 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1491 1492 texture->setFilter(GL_NEAREST, GL_NEAREST, true); 1493 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1494 texture->id, alpha / 255.0f, mode, texture->blend, 1495 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1496 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1497 } else { 1498 texture->setFilter(GL_LINEAR, GL_LINEAR, true); 1499 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1500 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1501 GL_TRIANGLE_STRIP, gMeshCount); 1502 } 1503 1504 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1505} 1506 1507void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1508 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1509 float left, float top, float right, float bottom, SkPaint* paint) { 1510 if (quickReject(left, top, right, bottom)) { 1511 return; 1512 } 1513 1514 glActiveTexture(gTextureUnits[0]); 1515 Texture* texture = mCaches.textureCache.get(bitmap); 1516 if (!texture) return; 1517 const AutoTexture autoCleanup(texture); 1518 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true); 1519 texture->setFilter(GL_LINEAR, GL_LINEAR, true); 1520 1521 int alpha; 1522 SkXfermode::Mode mode; 1523 getAlphaAndMode(paint, &alpha, &mode); 1524 1525 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1526 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1527 1528 if (mesh && mesh->verticesCount > 0) { 1529 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1530#if RENDER_LAYERS_AS_REGIONS 1531 // Mark the current layer dirty where we are going to draw the patch 1532 if (hasLayer() && mesh->hasEmptyQuads) { 1533 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1534 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1535 const size_t count = mesh->quads.size(); 1536 for (size_t i = 0; i < count; i++) { 1537 const Rect& bounds = mesh->quads.itemAt(i); 1538 if (pureTranslate) { 1539 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1540 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1541 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1542 } else { 1543 dirtyLayer(left + bounds.left, top + bounds.top, 1544 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1545 } 1546 } 1547 } 1548#endif 1549 1550 if (pureTranslate) { 1551 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1552 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1553 1554 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1555 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1556 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1557 true, !mesh->hasEmptyQuads); 1558 } else { 1559 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1560 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1561 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1562 true, !mesh->hasEmptyQuads); 1563 } 1564 } 1565} 1566 1567/** 1568 * This function uses a similar approach to that of AA lines in the drawLines() function. 1569 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment 1570 * shader to compute the translucency of the color, determined by whether a given pixel is 1571 * within that boundary region and how far into the region it is. 1572 */ 1573void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom, 1574 int color, SkXfermode::Mode mode) { 1575 float inverseScaleX = 1.0f; 1576 float inverseScaleY = 1.0f; 1577 // The quad that we use needs to account for scaling. 1578 if (!mSnapshot->transform->isPureTranslate()) { 1579 Matrix4 *mat = mSnapshot->transform; 1580 float m00 = mat->data[Matrix4::kScaleX]; 1581 float m01 = mat->data[Matrix4::kSkewY]; 1582 float m02 = mat->data[2]; 1583 float m10 = mat->data[Matrix4::kSkewX]; 1584 float m11 = mat->data[Matrix4::kScaleX]; 1585 float m12 = mat->data[6]; 1586 float scaleX = sqrt(m00 * m00 + m01 * m01); 1587 float scaleY = sqrt(m10 * m10 + m11 * m11); 1588 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1589 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1590 } 1591 1592 setupDraw(); 1593 setupDrawAALine(); 1594 setupDrawColor(color); 1595 setupDrawColorFilter(); 1596 setupDrawShader(); 1597 setupDrawBlending(true, mode); 1598 setupDrawProgram(); 1599 setupDrawModelViewIdentity(true); 1600 setupDrawColorUniforms(); 1601 setupDrawColorFilterUniforms(); 1602 setupDrawShaderIdentityUniforms(); 1603 1604 AAVertex rects[4]; 1605 AAVertex* aaVertices = &rects[0]; 1606 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1607 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1608 1609 float boundarySizeX = .5 * inverseScaleX; 1610 float boundarySizeY = .5 * inverseScaleY; 1611 1612 // Adjust the rect by the AA boundary padding 1613 left -= boundarySizeX; 1614 right += boundarySizeX; 1615 top -= boundarySizeY; 1616 bottom += boundarySizeY; 1617 1618 float width = right - left; 1619 float height = bottom - top; 1620 1621 float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0; 1622 float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0; 1623 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); 1624 int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1625 int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1626 glUniform1f(boundaryLengthSlot, boundaryHeightProportion); 1627 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryHeightProportion)); 1628 1629 if (!quickReject(left, top, right, bottom)) { 1630 AAVertex::set(aaVertices++, left, bottom, 1, 1); 1631 AAVertex::set(aaVertices++, left, top, 1, 0); 1632 AAVertex::set(aaVertices++, right, bottom, 0, 1); 1633 AAVertex::set(aaVertices++, right, top, 0, 0); 1634 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1635 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 1636 } 1637} 1638 1639/** 1640 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1641 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1642 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1643 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 1644 * of the line. Hairlines are more involved because we need to account for transform scaling 1645 * to end up with a one-pixel-wide line in screen space.. 1646 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 1647 * in combination with values that we calculate and pass down in this method. The basic approach 1648 * is that the quad we create contains both the core line area plus a bounding area in which 1649 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 1650 * proportion of the width and the length of a given segment is represented by the boundary 1651 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 1652 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 1653 * on the inside). This ends up giving the result we want, with pixels that are completely 1654 * 'inside' the line area being filled opaquely and the other pixels being filled according to 1655 * how far into the boundary region they are, which is determined by shader interpolation. 1656 */ 1657void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1658 if (mSnapshot->isIgnored()) return; 1659 1660 const bool isAA = paint->isAntiAlias(); 1661 // We use half the stroke width here because we're going to position the quad 1662 // corner vertices half of the width away from the line endpoints 1663 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 1664 // A stroke width of 0 has a special meaning in Skia: 1665 // it draws a line 1 px wide regardless of current transform 1666 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1667 float inverseScaleX = 1.0f; 1668 float inverseScaleY = 1.0f; 1669 bool scaled = false; 1670 int alpha; 1671 SkXfermode::Mode mode; 1672 int generatedVerticesCount = 0; 1673 int verticesCount = count; 1674 if (count > 4) { 1675 // Polyline: account for extra vertices needed for continuous tri-strip 1676 verticesCount += (count - 4); 1677 } 1678 1679 if (isHairLine || isAA) { 1680 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 1681 // the line on the screen should always be one pixel wide regardless of scale. For 1682 // AA lines, we only want one pixel of translucent boundary around the quad. 1683 if (!mSnapshot->transform->isPureTranslate()) { 1684 Matrix4 *mat = mSnapshot->transform; 1685 float m00 = mat->data[Matrix4::kScaleX]; 1686 float m01 = mat->data[Matrix4::kSkewY]; 1687 float m02 = mat->data[2]; 1688 float m10 = mat->data[Matrix4::kSkewX]; 1689 float m11 = mat->data[Matrix4::kScaleX]; 1690 float m12 = mat->data[6]; 1691 float scaleX = sqrt(m00*m00 + m01*m01); 1692 float scaleY = sqrt(m10*m10 + m11*m11); 1693 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1694 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1695 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 1696 scaled = true; 1697 } 1698 } 1699 } 1700 1701 getAlphaAndMode(paint, &alpha, &mode); 1702 setupDraw(); 1703 if (isAA) { 1704 setupDrawAALine(); 1705 } 1706 setupDrawColor(paint->getColor(), alpha); 1707 setupDrawColorFilter(); 1708 setupDrawShader(); 1709 if (isAA) { 1710 setupDrawBlending(true, mode); 1711 } else { 1712 setupDrawBlending(mode); 1713 } 1714 setupDrawProgram(); 1715 setupDrawModelViewIdentity(true); 1716 setupDrawColorUniforms(); 1717 setupDrawColorFilterUniforms(); 1718 setupDrawShaderIdentityUniforms(); 1719 1720 if (isHairLine) { 1721 // Set a real stroke width to be used in quad construction 1722 halfStrokeWidth = isAA? 1 : .5; 1723 } else if (isAA && !scaled) { 1724 // Expand boundary to enable AA calculations on the quad border 1725 halfStrokeWidth += .5f; 1726 } 1727 Vertex lines[verticesCount]; 1728 Vertex* vertices = &lines[0]; 1729 AAVertex wLines[verticesCount]; 1730 AAVertex* aaVertices = &wLines[0]; 1731 if (!isAA) { 1732 setupDrawVertices(vertices); 1733 } else { 1734 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1735 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1736 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 1737 // AA stroke width (the base stroke width expanded by a half pixel on either side). 1738 // This value is used in the fragment shader to determine how to fill fragments. 1739 // We will need to calculate the actual width proportion on each segment for 1740 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 1741 float boundaryWidthProportion = 1 / (2 * halfStrokeWidth); 1742 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); 1743 } 1744 1745 AAVertex* prevAAVertex = NULL; 1746 Vertex* prevVertex = NULL; 1747 1748 int boundaryLengthSlot = -1; 1749 int inverseBoundaryLengthSlot = -1; 1750 int boundaryWidthSlot = -1; 1751 int inverseBoundaryWidthSlot = -1; 1752 for (int i = 0; i < count; i += 4) { 1753 // a = start point, b = end point 1754 vec2 a(points[i], points[i + 1]); 1755 vec2 b(points[i + 2], points[i + 3]); 1756 float length = 0; 1757 float boundaryLengthProportion = 0; 1758 float boundaryWidthProportion = 0; 1759 1760 // Find the normal to the line 1761 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 1762 if (isHairLine) { 1763 if (isAA) { 1764 float wideningFactor; 1765 if (fabs(n.x) >= fabs(n.y)) { 1766 wideningFactor = fabs(1.0f / n.x); 1767 } else { 1768 wideningFactor = fabs(1.0f / n.y); 1769 } 1770 n *= wideningFactor; 1771 } 1772 if (scaled) { 1773 n.x *= inverseScaleX; 1774 n.y *= inverseScaleY; 1775 } 1776 } else if (scaled) { 1777 // Extend n by .5 pixel on each side, post-transform 1778 vec2 extendedN = n.copyNormalized(); 1779 extendedN /= 2; 1780 extendedN.x *= inverseScaleX; 1781 extendedN.y *= inverseScaleY; 1782 float extendedNLength = extendedN.length(); 1783 // We need to set this value on the shader prior to drawing 1784 boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength); 1785 n += extendedN; 1786 } 1787 float x = n.x; 1788 n.x = -n.y; 1789 n.y = x; 1790 1791 // aa lines expand the endpoint vertices to encompass the AA boundary 1792 if (isAA) { 1793 vec2 abVector = (b - a); 1794 length = abVector.length(); 1795 abVector.normalize(); 1796 if (scaled) { 1797 abVector.x *= inverseScaleX; 1798 abVector.y *= inverseScaleY; 1799 float abLength = abVector.length(); 1800 boundaryLengthProportion = abLength / (length + abLength); 1801 } else { 1802 boundaryLengthProportion = .5 / (length + 1); 1803 } 1804 abVector /= 2; 1805 a -= abVector; 1806 b += abVector; 1807 } 1808 1809 // Four corners of the rectangle defining a thick line 1810 vec2 p1 = a - n; 1811 vec2 p2 = a + n; 1812 vec2 p3 = b + n; 1813 vec2 p4 = b - n; 1814 1815 1816 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1817 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1818 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1819 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1820 1821 if (!quickReject(left, top, right, bottom)) { 1822 if (!isAA) { 1823 if (prevVertex != NULL) { 1824 // Issue two repeat vertices to create degenerate triangles to bridge 1825 // between the previous line and the new one. This is necessary because 1826 // we are creating a single triangle_strip which will contain 1827 // potentially discontinuous line segments. 1828 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 1829 Vertex::set(vertices++, p1.x, p1.y); 1830 generatedVerticesCount += 2; 1831 } 1832 Vertex::set(vertices++, p1.x, p1.y); 1833 Vertex::set(vertices++, p2.x, p2.y); 1834 Vertex::set(vertices++, p4.x, p4.y); 1835 Vertex::set(vertices++, p3.x, p3.y); 1836 prevVertex = vertices - 1; 1837 generatedVerticesCount += 4; 1838 } else { 1839 if (!isHairLine && scaled) { 1840 // Must set width proportions per-segment for scaled non-hairlines to use the 1841 // correct AA boundary dimensions 1842 if (boundaryWidthSlot < 0) { 1843 boundaryWidthSlot = 1844 mCaches.currentProgram->getUniform("boundaryWidth"); 1845 inverseBoundaryWidthSlot = 1846 mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1847 } 1848 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1849 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1850 } 1851 if (boundaryLengthSlot < 0) { 1852 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1853 inverseBoundaryLengthSlot = 1854 mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1855 } 1856 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 1857 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion)); 1858 1859 if (prevAAVertex != NULL) { 1860 // Issue two repeat vertices to create degenerate triangles to bridge 1861 // between the previous line and the new one. This is necessary because 1862 // we are creating a single triangle_strip which will contain 1863 // potentially discontinuous line segments. 1864 AAVertex::set(aaVertices++,prevAAVertex->position[0], 1865 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 1866 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1867 generatedVerticesCount += 2; 1868 } 1869 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1870 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 1871 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 1872 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 1873 prevAAVertex = aaVertices - 1; 1874 generatedVerticesCount += 4; 1875 } 1876 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 1877 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 1878 *mSnapshot->transform); 1879 } 1880 } 1881 if (generatedVerticesCount > 0) { 1882 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 1883 } 1884} 1885 1886void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 1887 if (mSnapshot->isIgnored()) return; 1888 1889 // TODO: The paint's cap style defines whether the points are square or circular 1890 // TODO: Handle AA for round points 1891 1892 // A stroke width of 0 has a special meaning in Skia: 1893 // it draws an unscaled 1px point 1894 float strokeWidth = paint->getStrokeWidth(); 1895 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1896 if (isHairLine) { 1897 // Now that we know it's hairline, we can set the effective width, to be used later 1898 strokeWidth = 1.0f; 1899 } 1900 const float halfWidth = strokeWidth / 2; 1901 int alpha; 1902 SkXfermode::Mode mode; 1903 getAlphaAndMode(paint, &alpha, &mode); 1904 1905 int verticesCount = count >> 1; 1906 int generatedVerticesCount = 0; 1907 1908 TextureVertex pointsData[verticesCount]; 1909 TextureVertex* vertex = &pointsData[0]; 1910 1911 setupDraw(); 1912 setupDrawPoint(strokeWidth); 1913 setupDrawColor(paint->getColor(), alpha); 1914 setupDrawColorFilter(); 1915 setupDrawShader(); 1916 setupDrawBlending(mode); 1917 setupDrawProgram(); 1918 setupDrawModelViewIdentity(true); 1919 setupDrawColorUniforms(); 1920 setupDrawColorFilterUniforms(); 1921 setupDrawPointUniforms(); 1922 setupDrawShaderIdentityUniforms(); 1923 setupDrawMesh(vertex); 1924 1925 for (int i = 0; i < count; i += 2) { 1926 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1927 generatedVerticesCount++; 1928 float left = points[i] - halfWidth; 1929 float right = points[i] + halfWidth; 1930 float top = points[i + 1] - halfWidth; 1931 float bottom = points [i + 1] + halfWidth; 1932 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1933 } 1934 1935 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 1936} 1937 1938void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1939 // No need to check against the clip, we fill the clip region 1940 if (mSnapshot->isIgnored()) return; 1941 1942 Rect& clip(*mSnapshot->clipRect); 1943 clip.snapToPixelBoundaries(); 1944 1945 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1946} 1947 1948void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 1949 if (!texture) return; 1950 const AutoTexture autoCleanup(texture); 1951 1952 const float x = left + texture->left - texture->offset; 1953 const float y = top + texture->top - texture->offset; 1954 1955 drawPathTexture(texture, x, y, paint); 1956} 1957 1958void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 1959 float rx, float ry, SkPaint* paint) { 1960 if (mSnapshot->isIgnored()) return; 1961 1962 glActiveTexture(gTextureUnits[0]); 1963 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 1964 right - left, bottom - top, rx, ry, paint); 1965 drawShape(left, top, texture, paint); 1966} 1967 1968void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 1969 if (mSnapshot->isIgnored()) return; 1970 1971 glActiveTexture(gTextureUnits[0]); 1972 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 1973 drawShape(x - radius, y - radius, texture, paint); 1974} 1975 1976void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 1977 if (mSnapshot->isIgnored()) return; 1978 1979 glActiveTexture(gTextureUnits[0]); 1980 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 1981 drawShape(left, top, texture, paint); 1982} 1983 1984void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 1985 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 1986 if (mSnapshot->isIgnored()) return; 1987 1988 if (fabs(sweepAngle) >= 360.0f) { 1989 drawOval(left, top, right, bottom, paint); 1990 return; 1991 } 1992 1993 glActiveTexture(gTextureUnits[0]); 1994 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 1995 startAngle, sweepAngle, useCenter, paint); 1996 drawShape(left, top, texture, paint); 1997} 1998 1999void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 2000 SkPaint* paint) { 2001 if (mSnapshot->isIgnored()) return; 2002 2003 glActiveTexture(gTextureUnits[0]); 2004 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 2005 drawShape(left, top, texture, paint); 2006} 2007 2008void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2009 if (p->getStyle() != SkPaint::kFill_Style) { 2010 drawRectAsShape(left, top, right, bottom, p); 2011 return; 2012 } 2013 2014 if (quickReject(left, top, right, bottom)) { 2015 return; 2016 } 2017 2018 SkXfermode::Mode mode; 2019 if (!mCaches.extensions.hasFramebufferFetch()) { 2020 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 2021 if (!isMode) { 2022 // Assume SRC_OVER 2023 mode = SkXfermode::kSrcOver_Mode; 2024 } 2025 } else { 2026 mode = getXfermode(p->getXfermode()); 2027 } 2028 2029 int color = p->getColor(); 2030 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2031 drawAARect(left, top, right, bottom, color, mode); 2032 } else { 2033 drawColorRect(left, top, right, bottom, color, mode); 2034 } 2035} 2036 2037void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2038 float x, float y, SkPaint* paint) { 2039 if (text == NULL || count == 0) { 2040 return; 2041 } 2042 if (mSnapshot->isIgnored()) return; 2043 2044 // TODO: We should probably make a copy of the paint instead of modifying 2045 // it; modifying the paint will change its generationID the first 2046 // time, which might impact caches. More investigation needed to 2047 // see if it matters. 2048 // If we make a copy, then drawTextDecorations() should *not* make 2049 // its own copy as it does right now. 2050 paint->setAntiAlias(true); 2051#if RENDER_TEXT_AS_GLYPHS 2052 paint->setTextEncoding(SkPaint::kGlyphID_TextEncoding); 2053#endif 2054 2055 float length = -1.0f; 2056 switch (paint->getTextAlign()) { 2057 case SkPaint::kCenter_Align: 2058 length = paint->measureText(text, bytesCount); 2059 x -= length / 2.0f; 2060 break; 2061 case SkPaint::kRight_Align: 2062 length = paint->measureText(text, bytesCount); 2063 x -= length; 2064 break; 2065 default: 2066 break; 2067 } 2068 2069 const float oldX = x; 2070 const float oldY = y; 2071 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2072 if (pureTranslate) { 2073 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2074 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2075 } 2076 2077 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2078 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2079 paint->getTextSize()); 2080 2081 int alpha; 2082 SkXfermode::Mode mode; 2083 getAlphaAndMode(paint, &alpha, &mode); 2084 2085 if (mHasShadow) { 2086 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2087 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2088 paint, text, bytesCount, count, mShadowRadius); 2089 const AutoTexture autoCleanup(shadow); 2090 2091 const float sx = oldX - shadow->left + mShadowDx; 2092 const float sy = oldY - shadow->top + mShadowDy; 2093 2094 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 2095 int shadowColor = mShadowColor; 2096 if (mShader) { 2097 shadowColor = 0xffffffff; 2098 } 2099 2100 glActiveTexture(gTextureUnits[0]); 2101 setupDraw(); 2102 setupDrawWithTexture(true); 2103 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2104 setupDrawColorFilter(); 2105 setupDrawShader(); 2106 setupDrawBlending(true, mode); 2107 setupDrawProgram(); 2108 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2109 setupDrawTexture(shadow->id); 2110 setupDrawPureColorUniforms(); 2111 setupDrawColorFilterUniforms(); 2112 setupDrawShaderUniforms(); 2113 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2114 2115 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2116 2117 finishDrawTexture(); 2118 } 2119 2120 if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) { 2121 return; 2122 } 2123 2124 // Pick the appropriate texture filtering 2125 bool linearFilter = mSnapshot->transform->changesBounds(); 2126 if (pureTranslate && !linearFilter) { 2127 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2128 } 2129 2130 glActiveTexture(gTextureUnits[0]); 2131 setupDraw(); 2132 setupDrawDirtyRegionsDisabled(); 2133 setupDrawWithTexture(true); 2134 setupDrawAlpha8Color(paint->getColor(), alpha); 2135 setupDrawColorFilter(); 2136 setupDrawShader(); 2137 setupDrawBlending(true, mode); 2138 setupDrawProgram(); 2139 setupDrawModelView(x, y, x, y, pureTranslate, true); 2140 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2141 setupDrawPureColorUniforms(); 2142 setupDrawColorFilterUniforms(); 2143 setupDrawShaderUniforms(pureTranslate); 2144 2145 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2146 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2147 2148#if RENDER_LAYERS_AS_REGIONS 2149 bool hasActiveLayer = hasLayer(); 2150#else 2151 bool hasActiveLayer = false; 2152#endif 2153 mCaches.unbindMeshBuffer(); 2154 2155 // Tell font renderer the locations of position and texture coord 2156 // attributes so it can bind its data properly 2157 int positionSlot = mCaches.currentProgram->position; 2158 fontRenderer.setAttributeBindingSlots(positionSlot, mTexCoordsSlot); 2159 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 2160 hasActiveLayer ? &bounds : NULL)) { 2161#if RENDER_LAYERS_AS_REGIONS 2162 if (hasActiveLayer) { 2163 if (!pureTranslate) { 2164 mSnapshot->transform->mapRect(bounds); 2165 } 2166 dirtyLayerUnchecked(bounds, getRegion()); 2167 } 2168#endif 2169 } 2170 2171 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 2172 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 2173 2174 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2175} 2176 2177void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2178 if (mSnapshot->isIgnored()) return; 2179 2180 glActiveTexture(gTextureUnits[0]); 2181 2182 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2183 if (!texture) return; 2184 const AutoTexture autoCleanup(texture); 2185 2186 const float x = texture->left - texture->offset; 2187 const float y = texture->top - texture->offset; 2188 2189 drawPathTexture(texture, x, y, paint); 2190} 2191 2192void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2193 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 2194 return; 2195 } 2196 2197 glActiveTexture(gTextureUnits[0]); 2198 2199 int alpha; 2200 SkXfermode::Mode mode; 2201 getAlphaAndMode(paint, &alpha, &mode); 2202 2203 layer->setAlpha(alpha, mode); 2204 2205#if RENDER_LAYERS_AS_REGIONS 2206 if (!layer->region.isEmpty()) { 2207 if (layer->region.isRect()) { 2208 composeLayerRect(layer, layer->regionRect); 2209 } else if (layer->mesh) { 2210 const float a = alpha / 255.0f; 2211 const Rect& rect = layer->layer; 2212 2213 setupDraw(); 2214 setupDrawWithTexture(); 2215 setupDrawColor(a, a, a, a); 2216 setupDrawColorFilter(); 2217 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2218 setupDrawProgram(); 2219 setupDrawPureColorUniforms(); 2220 setupDrawColorFilterUniforms(); 2221 setupDrawTexture(layer->getTexture()); 2222 if (mSnapshot->transform->isPureTranslate()) { 2223 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2224 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2225 2226 layer->setFilter(GL_NEAREST, GL_NEAREST); 2227 setupDrawModelViewTranslate(x, y, 2228 x + layer->layer.getWidth(), y + layer->layer.getHeight(), true); 2229 } else { 2230 layer->setFilter(GL_LINEAR, GL_LINEAR); 2231 setupDrawModelViewTranslate(x, y, 2232 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2233 } 2234 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2235 2236 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2237 GL_UNSIGNED_SHORT, layer->meshIndices); 2238 2239 finishDrawTexture(); 2240 2241#if DEBUG_LAYERS_AS_REGIONS 2242 drawRegionRects(layer->region); 2243#endif 2244 } 2245 } 2246#else 2247 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2248 composeLayerRect(layer, r); 2249#endif 2250} 2251 2252/////////////////////////////////////////////////////////////////////////////// 2253// Shaders 2254/////////////////////////////////////////////////////////////////////////////// 2255 2256void OpenGLRenderer::resetShader() { 2257 mShader = NULL; 2258} 2259 2260void OpenGLRenderer::setupShader(SkiaShader* shader) { 2261 mShader = shader; 2262 if (mShader) { 2263 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2264 } 2265} 2266 2267/////////////////////////////////////////////////////////////////////////////// 2268// Color filters 2269/////////////////////////////////////////////////////////////////////////////// 2270 2271void OpenGLRenderer::resetColorFilter() { 2272 mColorFilter = NULL; 2273} 2274 2275void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2276 mColorFilter = filter; 2277} 2278 2279/////////////////////////////////////////////////////////////////////////////// 2280// Drop shadow 2281/////////////////////////////////////////////////////////////////////////////// 2282 2283void OpenGLRenderer::resetShadow() { 2284 mHasShadow = false; 2285} 2286 2287void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2288 mHasShadow = true; 2289 mShadowRadius = radius; 2290 mShadowDx = dx; 2291 mShadowDy = dy; 2292 mShadowColor = color; 2293} 2294 2295/////////////////////////////////////////////////////////////////////////////// 2296// Drawing implementation 2297/////////////////////////////////////////////////////////////////////////////// 2298 2299void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2300 float x, float y, SkPaint* paint) { 2301 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2302 return; 2303 } 2304 2305 int alpha; 2306 SkXfermode::Mode mode; 2307 getAlphaAndMode(paint, &alpha, &mode); 2308 2309 setupDraw(); 2310 setupDrawWithTexture(true); 2311 setupDrawAlpha8Color(paint->getColor(), alpha); 2312 setupDrawColorFilter(); 2313 setupDrawShader(); 2314 setupDrawBlending(true, mode); 2315 setupDrawProgram(); 2316 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2317 setupDrawTexture(texture->id); 2318 setupDrawPureColorUniforms(); 2319 setupDrawColorFilterUniforms(); 2320 setupDrawShaderUniforms(); 2321 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2322 2323 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2324 2325 finishDrawTexture(); 2326} 2327 2328// Same values used by Skia 2329#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2330#define kStdUnderline_Offset (1.0f / 9.0f) 2331#define kStdUnderline_Thickness (1.0f / 18.0f) 2332 2333void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2334 float x, float y, SkPaint* paint) { 2335 // Handle underline and strike-through 2336 uint32_t flags = paint->getFlags(); 2337 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2338 SkPaint paintCopy(*paint); 2339 float underlineWidth = length; 2340 // If length is > 0.0f, we already measured the text for the text alignment 2341 if (length <= 0.0f) { 2342 underlineWidth = paintCopy.measureText(text, bytesCount); 2343 } 2344 2345 float offsetX = 0; 2346 switch (paintCopy.getTextAlign()) { 2347 case SkPaint::kCenter_Align: 2348 offsetX = underlineWidth * 0.5f; 2349 break; 2350 case SkPaint::kRight_Align: 2351 offsetX = underlineWidth; 2352 break; 2353 default: 2354 break; 2355 } 2356 2357 if (underlineWidth > 0.0f) { 2358 const float textSize = paintCopy.getTextSize(); 2359 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2360 2361 const float left = x - offsetX; 2362 float top = 0.0f; 2363 2364 int linesCount = 0; 2365 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2366 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2367 2368 const int pointsCount = 4 * linesCount; 2369 float points[pointsCount]; 2370 int currentPoint = 0; 2371 2372 if (flags & SkPaint::kUnderlineText_Flag) { 2373 top = y + textSize * kStdUnderline_Offset; 2374 points[currentPoint++] = left; 2375 points[currentPoint++] = top; 2376 points[currentPoint++] = left + underlineWidth; 2377 points[currentPoint++] = top; 2378 } 2379 2380 if (flags & SkPaint::kStrikeThruText_Flag) { 2381 top = y + textSize * kStdStrikeThru_Offset; 2382 points[currentPoint++] = left; 2383 points[currentPoint++] = top; 2384 points[currentPoint++] = left + underlineWidth; 2385 points[currentPoint++] = top; 2386 } 2387 2388 paintCopy.setStrokeWidth(strokeWidth); 2389 2390 drawLines(&points[0], pointsCount, &paintCopy); 2391 } 2392 } 2393} 2394 2395void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2396 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2397 // If a shader is set, preserve only the alpha 2398 if (mShader) { 2399 color |= 0x00ffffff; 2400 } 2401 2402 setupDraw(); 2403 setupDrawColor(color); 2404 setupDrawShader(); 2405 setupDrawColorFilter(); 2406 setupDrawBlending(mode); 2407 setupDrawProgram(); 2408 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2409 setupDrawColorUniforms(); 2410 setupDrawShaderUniforms(ignoreTransform); 2411 setupDrawColorFilterUniforms(); 2412 setupDrawSimpleMesh(); 2413 2414 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2415} 2416 2417void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2418 Texture* texture, SkPaint* paint) { 2419 int alpha; 2420 SkXfermode::Mode mode; 2421 getAlphaAndMode(paint, &alpha, &mode); 2422 2423 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true); 2424 2425 if (mSnapshot->transform->isPureTranslate()) { 2426 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2427 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2428 2429 texture->setFilter(GL_NEAREST, GL_NEAREST, true); 2430 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2431 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2432 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2433 } else { 2434 texture->setFilter(GL_LINEAR, GL_LINEAR, true); 2435 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2436 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2437 GL_TRIANGLE_STRIP, gMeshCount); 2438 } 2439} 2440 2441void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2442 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2443 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2444 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2445} 2446 2447void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2448 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2449 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2450 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2451 2452 setupDraw(); 2453 setupDrawWithTexture(); 2454 setupDrawColor(alpha, alpha, alpha, alpha); 2455 setupDrawColorFilter(); 2456 setupDrawBlending(blend, mode, swapSrcDst); 2457 setupDrawProgram(); 2458 if (!dirty) { 2459 setupDrawDirtyRegionsDisabled(); 2460 } 2461 if (!ignoreScale) { 2462 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2463 } else { 2464 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2465 } 2466 setupDrawPureColorUniforms(); 2467 setupDrawColorFilterUniforms(); 2468 setupDrawTexture(texture); 2469 setupDrawMesh(vertices, texCoords, vbo); 2470 2471 glDrawArrays(drawMode, 0, elementsCount); 2472 2473 finishDrawTexture(); 2474} 2475 2476void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2477 ProgramDescription& description, bool swapSrcDst) { 2478 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2479 if (blend) { 2480 if (mode < SkXfermode::kPlus_Mode) { 2481 if (!mCaches.blend) { 2482 glEnable(GL_BLEND); 2483 } 2484 2485 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2486 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2487 2488 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2489 glBlendFunc(sourceMode, destMode); 2490 mCaches.lastSrcMode = sourceMode; 2491 mCaches.lastDstMode = destMode; 2492 } 2493 } else { 2494 // These blend modes are not supported by OpenGL directly and have 2495 // to be implemented using shaders. Since the shader will perform 2496 // the blending, turn blending off here 2497 if (mCaches.extensions.hasFramebufferFetch()) { 2498 description.framebufferMode = mode; 2499 description.swapSrcDst = swapSrcDst; 2500 } 2501 2502 if (mCaches.blend) { 2503 glDisable(GL_BLEND); 2504 } 2505 blend = false; 2506 } 2507 } else if (mCaches.blend) { 2508 glDisable(GL_BLEND); 2509 } 2510 mCaches.blend = blend; 2511} 2512 2513bool OpenGLRenderer::useProgram(Program* program) { 2514 if (!program->isInUse()) { 2515 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2516 program->use(); 2517 mCaches.currentProgram = program; 2518 return false; 2519 } 2520 return true; 2521} 2522 2523void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2524 TextureVertex* v = &mMeshVertices[0]; 2525 TextureVertex::setUV(v++, u1, v1); 2526 TextureVertex::setUV(v++, u2, v1); 2527 TextureVertex::setUV(v++, u1, v2); 2528 TextureVertex::setUV(v++, u2, v2); 2529} 2530 2531void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2532 if (paint) { 2533 if (!mCaches.extensions.hasFramebufferFetch()) { 2534 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 2535 if (!isMode) { 2536 // Assume SRC_OVER 2537 *mode = SkXfermode::kSrcOver_Mode; 2538 } 2539 } else { 2540 *mode = getXfermode(paint->getXfermode()); 2541 } 2542 2543 // Skia draws using the color's alpha channel if < 255 2544 // Otherwise, it uses the paint's alpha 2545 int color = paint->getColor(); 2546 *alpha = (color >> 24) & 0xFF; 2547 if (*alpha == 255) { 2548 *alpha = paint->getAlpha(); 2549 } 2550 } else { 2551 *mode = SkXfermode::kSrcOver_Mode; 2552 *alpha = 255; 2553 } 2554} 2555 2556SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 2557 SkXfermode::Mode resultMode; 2558 if (!SkXfermode::AsMode(mode, &resultMode)) { 2559 resultMode = SkXfermode::kSrcOver_Mode; 2560 } 2561 return resultMode; 2562} 2563 2564}; // namespace uirenderer 2565}; // namespace android 2566