OpenGLRenderer.cpp revision ed6fcb034b44d9a6ac2fc72fee6030417811f234
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <private/hwui/DrawGlInfo.h> 30 31#include <ui/Rect.h> 32 33#include "OpenGLRenderer.h" 34#include "DisplayListRenderer.h" 35#include "Vector.h" 36 37namespace android { 38namespace uirenderer { 39 40/////////////////////////////////////////////////////////////////////////////// 41// Defines 42/////////////////////////////////////////////////////////////////////////////// 43 44#define RAD_TO_DEG (180.0f / 3.14159265f) 45#define MIN_ANGLE 0.001f 46 47// TODO: This should be set in properties 48#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 49 50/////////////////////////////////////////////////////////////////////////////// 51// Globals 52/////////////////////////////////////////////////////////////////////////////// 53 54/** 55 * Structure mapping Skia xfermodes to OpenGL blending factors. 56 */ 57struct Blender { 58 SkXfermode::Mode mode; 59 GLenum src; 60 GLenum dst; 61}; // struct Blender 62 63// In this array, the index of each Blender equals the value of the first 64// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 65static const Blender gBlends[] = { 66 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 67 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 68 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 69 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 70 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 71 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 72 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 73 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 74 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 75 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 76 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 77 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 78}; 79 80// This array contains the swapped version of each SkXfermode. For instance 81// this array's SrcOver blending mode is actually DstOver. You can refer to 82// createLayer() for more information on the purpose of this array. 83static const Blender gBlendsSwap[] = { 84 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 85 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 86 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 87 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 88 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 89 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 90 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 91 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 92 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 93 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 94 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 95 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 96}; 97 98static const GLenum gTextureUnits[] = { 99 GL_TEXTURE0, 100 GL_TEXTURE1, 101 GL_TEXTURE2 102}; 103 104/////////////////////////////////////////////////////////////////////////////// 105// Constructors/destructor 106/////////////////////////////////////////////////////////////////////////////// 107 108OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 109 mShader = NULL; 110 mColorFilter = NULL; 111 mHasShadow = false; 112 113 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 114 115 mFirstSnapshot = new Snapshot; 116} 117 118OpenGLRenderer::~OpenGLRenderer() { 119 // The context has already been destroyed at this point, do not call 120 // GL APIs. All GL state should be kept in Caches.h 121} 122 123/////////////////////////////////////////////////////////////////////////////// 124// Setup 125/////////////////////////////////////////////////////////////////////////////// 126 127void OpenGLRenderer::setViewport(int width, int height) { 128 glViewport(0, 0, width, height); 129 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 130 131 mWidth = width; 132 mHeight = height; 133 134 mFirstSnapshot->height = height; 135 mFirstSnapshot->viewport.set(0, 0, width, height); 136 137 mDirtyClip = false; 138} 139 140void OpenGLRenderer::prepare(bool opaque) { 141 prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 142} 143 144void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 145 mCaches.clearGarbage(); 146 147 mSnapshot = new Snapshot(mFirstSnapshot, 148 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 149 mSnapshot->fbo = getTargetFbo(); 150 151 mSaveCount = 1; 152 153 glViewport(0, 0, mWidth, mHeight); 154 155 glDisable(GL_DITHER); 156 157 glEnable(GL_SCISSOR_TEST); 158 glScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 159 mSnapshot->setClip(left, top, right, bottom); 160 161 if (!opaque) { 162 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 163 glClear(GL_COLOR_BUFFER_BIT); 164 } 165} 166 167void OpenGLRenderer::finish() { 168#if DEBUG_OPENGL 169 GLenum status = GL_NO_ERROR; 170 while ((status = glGetError()) != GL_NO_ERROR) { 171 LOGD("GL error from OpenGLRenderer: 0x%x", status); 172 switch (status) { 173 case GL_OUT_OF_MEMORY: 174 LOGE(" OpenGLRenderer is out of memory!"); 175 break; 176 } 177 } 178#endif 179#if DEBUG_MEMORY_USAGE 180 mCaches.dumpMemoryUsage(); 181#else 182 if (mCaches.getDebugLevel() & kDebugMemory) { 183 mCaches.dumpMemoryUsage(); 184 } 185#endif 186} 187 188void OpenGLRenderer::interrupt() { 189 if (mCaches.currentProgram) { 190 if (mCaches.currentProgram->isInUse()) { 191 mCaches.currentProgram->remove(); 192 mCaches.currentProgram = NULL; 193 } 194 } 195 mCaches.unbindMeshBuffer(); 196} 197 198void OpenGLRenderer::resume() { 199 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 200 201 glEnable(GL_SCISSOR_TEST); 202 dirtyClip(); 203 204 glDisable(GL_DITHER); 205 206 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 207 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 208 209 mCaches.blend = true; 210 glEnable(GL_BLEND); 211 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 212 glBlendEquation(GL_FUNC_ADD); 213} 214 215bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) { 216 interrupt(); 217 if (mDirtyClip) { 218 setScissorFromClip(); 219 } 220 221 Rect clip(*mSnapshot->clipRect); 222 clip.snapToPixelBoundaries(); 223 224#if RENDER_LAYERS_AS_REGIONS 225 // Since we don't know what the functor will draw, let's dirty 226 // tne entire clip region 227 if (hasLayer()) { 228 dirtyLayerUnchecked(clip, getRegion()); 229 } 230#endif 231 232 DrawGlInfo info; 233 info.clipLeft = clip.left; 234 info.clipTop = clip.top; 235 info.clipRight = clip.right; 236 info.clipBottom = clip.bottom; 237 info.isLayer = hasLayer(); 238 getSnapshot()->transform->copyTo(&info.transform[0]); 239 240 status_t result = (*functor)(0, &info); 241 242 if (result != 0) { 243 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 244 dirty.unionWith(localDirty); 245 } 246 247 resume(); 248 return result != 0; 249} 250 251/////////////////////////////////////////////////////////////////////////////// 252// State management 253/////////////////////////////////////////////////////////////////////////////// 254 255int OpenGLRenderer::getSaveCount() const { 256 return mSaveCount; 257} 258 259int OpenGLRenderer::save(int flags) { 260 return saveSnapshot(flags); 261} 262 263void OpenGLRenderer::restore() { 264 if (mSaveCount > 1) { 265 restoreSnapshot(); 266 } 267} 268 269void OpenGLRenderer::restoreToCount(int saveCount) { 270 if (saveCount < 1) saveCount = 1; 271 272 while (mSaveCount > saveCount) { 273 restoreSnapshot(); 274 } 275} 276 277int OpenGLRenderer::saveSnapshot(int flags) { 278 mSnapshot = new Snapshot(mSnapshot, flags); 279 return mSaveCount++; 280} 281 282bool OpenGLRenderer::restoreSnapshot() { 283 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 284 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 285 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 286 287 sp<Snapshot> current = mSnapshot; 288 sp<Snapshot> previous = mSnapshot->previous; 289 290 if (restoreOrtho) { 291 Rect& r = previous->viewport; 292 glViewport(r.left, r.top, r.right, r.bottom); 293 mOrthoMatrix.load(current->orthoMatrix); 294 } 295 296 mSaveCount--; 297 mSnapshot = previous; 298 299 if (restoreClip) { 300 dirtyClip(); 301 } 302 303 if (restoreLayer) { 304 composeLayer(current, previous); 305 } 306 307 return restoreClip; 308} 309 310/////////////////////////////////////////////////////////////////////////////// 311// Layers 312/////////////////////////////////////////////////////////////////////////////// 313 314int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 315 SkPaint* p, int flags) { 316 const GLuint previousFbo = mSnapshot->fbo; 317 const int count = saveSnapshot(flags); 318 319 if (!mSnapshot->isIgnored()) { 320 int alpha = 255; 321 SkXfermode::Mode mode; 322 323 if (p) { 324 alpha = p->getAlpha(); 325 if (!mCaches.extensions.hasFramebufferFetch()) { 326 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 327 if (!isMode) { 328 // Assume SRC_OVER 329 mode = SkXfermode::kSrcOver_Mode; 330 } 331 } else { 332 mode = getXfermode(p->getXfermode()); 333 } 334 } else { 335 mode = SkXfermode::kSrcOver_Mode; 336 } 337 338 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 339 } 340 341 return count; 342} 343 344int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 345 int alpha, int flags) { 346 if (alpha >= 255 - ALPHA_THRESHOLD) { 347 return saveLayer(left, top, right, bottom, NULL, flags); 348 } else { 349 SkPaint paint; 350 paint.setAlpha(alpha); 351 return saveLayer(left, top, right, bottom, &paint, flags); 352 } 353} 354 355/** 356 * Layers are viewed by Skia are slightly different than layers in image editing 357 * programs (for instance.) When a layer is created, previously created layers 358 * and the frame buffer still receive every drawing command. For instance, if a 359 * layer is created and a shape intersecting the bounds of the layers and the 360 * framebuffer is draw, the shape will be drawn on both (unless the layer was 361 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 362 * 363 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 364 * texture. Unfortunately, this is inefficient as it requires every primitive to 365 * be drawn n + 1 times, where n is the number of active layers. In practice this 366 * means, for every primitive: 367 * - Switch active frame buffer 368 * - Change viewport, clip and projection matrix 369 * - Issue the drawing 370 * 371 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 372 * To avoid this, layers are implemented in a different way here, at least in the 373 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 374 * is set. When this flag is set we can redirect all drawing operations into a 375 * single FBO. 376 * 377 * This implementation relies on the frame buffer being at least RGBA 8888. When 378 * a layer is created, only a texture is created, not an FBO. The content of the 379 * frame buffer contained within the layer's bounds is copied into this texture 380 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 381 * buffer and drawing continues as normal. This technique therefore treats the 382 * frame buffer as a scratch buffer for the layers. 383 * 384 * To compose the layers back onto the frame buffer, each layer texture 385 * (containing the original frame buffer data) is drawn as a simple quad over 386 * the frame buffer. The trick is that the quad is set as the composition 387 * destination in the blending equation, and the frame buffer becomes the source 388 * of the composition. 389 * 390 * Drawing layers with an alpha value requires an extra step before composition. 391 * An empty quad is drawn over the layer's region in the frame buffer. This quad 392 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 393 * quad is used to multiply the colors in the frame buffer. This is achieved by 394 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 395 * GL_ZERO, GL_SRC_ALPHA. 396 * 397 * Because glCopyTexImage2D() can be slow, an alternative implementation might 398 * be use to draw a single clipped layer. The implementation described above 399 * is correct in every case. 400 * 401 * (1) The frame buffer is actually not cleared right away. To allow the GPU 402 * to potentially optimize series of calls to glCopyTexImage2D, the frame 403 * buffer is left untouched until the first drawing operation. Only when 404 * something actually gets drawn are the layers regions cleared. 405 */ 406bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 407 float right, float bottom, int alpha, SkXfermode::Mode mode, 408 int flags, GLuint previousFbo) { 409 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 410 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 411 412 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 413 414 // Window coordinates of the layer 415 Rect bounds(left, top, right, bottom); 416 if (!fboLayer) { 417 mSnapshot->transform->mapRect(bounds); 418 419 // Layers only make sense if they are in the framebuffer's bounds 420 if (bounds.intersect(*snapshot->clipRect)) { 421 // We cannot work with sub-pixels in this case 422 bounds.snapToPixelBoundaries(); 423 424 // When the layer is not an FBO, we may use glCopyTexImage so we 425 // need to make sure the layer does not extend outside the bounds 426 // of the framebuffer 427 if (!bounds.intersect(snapshot->previous->viewport)) { 428 bounds.setEmpty(); 429 } 430 } else { 431 bounds.setEmpty(); 432 } 433 } 434 435 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 436 bounds.getHeight() > mCaches.maxTextureSize) { 437 snapshot->empty = fboLayer; 438 } else { 439 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 440 } 441 442 // Bail out if we won't draw in this snapshot 443 if (snapshot->invisible || snapshot->empty) { 444 return false; 445 } 446 447 glActiveTexture(gTextureUnits[0]); 448 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 449 if (!layer) { 450 return false; 451 } 452 453 layer->mode = mode; 454 layer->alpha = alpha; 455 layer->layer.set(bounds); 456 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), 457 bounds.getWidth() / float(layer->width), 0.0f); 458 layer->colorFilter = mColorFilter; 459 460 // Save the layer in the snapshot 461 snapshot->flags |= Snapshot::kFlagIsLayer; 462 snapshot->layer = layer; 463 464 if (fboLayer) { 465 return createFboLayer(layer, bounds, snapshot, previousFbo); 466 } else { 467 // Copy the framebuffer into the layer 468 glBindTexture(GL_TEXTURE_2D, layer->texture); 469 if (!bounds.isEmpty()) { 470 if (layer->empty) { 471 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, 472 snapshot->height - bounds.bottom, layer->width, layer->height, 0); 473 layer->empty = false; 474 } else { 475 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 476 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 477 } 478 479 // Clear the framebuffer where the layer will draw 480 glScissor(bounds.left, mSnapshot->height - bounds.bottom, 481 bounds.getWidth(), bounds.getHeight()); 482 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 483 glClear(GL_COLOR_BUFFER_BIT); 484 485 dirtyClip(); 486 } 487 } 488 489 return true; 490} 491 492bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 493 GLuint previousFbo) { 494 layer->fbo = mCaches.fboCache.get(); 495 496#if RENDER_LAYERS_AS_REGIONS 497 snapshot->region = &snapshot->layer->region; 498 snapshot->flags |= Snapshot::kFlagFboTarget; 499#endif 500 501 Rect clip(bounds); 502 snapshot->transform->mapRect(clip); 503 clip.intersect(*snapshot->clipRect); 504 clip.snapToPixelBoundaries(); 505 clip.intersect(snapshot->previous->viewport); 506 507 mat4 inverse; 508 inverse.loadInverse(*mSnapshot->transform); 509 510 inverse.mapRect(clip); 511 clip.snapToPixelBoundaries(); 512 clip.intersect(bounds); 513 clip.translate(-bounds.left, -bounds.top); 514 515 snapshot->flags |= Snapshot::kFlagIsFboLayer; 516 snapshot->fbo = layer->fbo; 517 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 518 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 519 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 520 snapshot->height = bounds.getHeight(); 521 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 522 snapshot->orthoMatrix.load(mOrthoMatrix); 523 524 // Bind texture to FBO 525 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 526 glBindTexture(GL_TEXTURE_2D, layer->texture); 527 528 // Initialize the texture if needed 529 if (layer->empty) { 530 layer->empty = false; 531 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, 532 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 533 } 534 535 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 536 layer->texture, 0); 537 538#if DEBUG_LAYERS_AS_REGIONS 539 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 540 if (status != GL_FRAMEBUFFER_COMPLETE) { 541 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 542 543 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 544 glDeleteTextures(1, &layer->texture); 545 mCaches.fboCache.put(layer->fbo); 546 547 delete layer; 548 549 return false; 550 } 551#endif 552 553 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 554 glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 555 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 556 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 557 glClear(GL_COLOR_BUFFER_BIT); 558 559 dirtyClip(); 560 561 // Change the ortho projection 562 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 563 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 564 565 return true; 566} 567 568/** 569 * Read the documentation of createLayer() before doing anything in this method. 570 */ 571void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 572 if (!current->layer) { 573 LOGE("Attempting to compose a layer that does not exist"); 574 return; 575 } 576 577 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 578 579 if (fboLayer) { 580 // Unbind current FBO and restore previous one 581 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 582 } 583 584 Layer* layer = current->layer; 585 const Rect& rect = layer->layer; 586 587 if (!fboLayer && layer->alpha < 255) { 588 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 589 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 590 // Required below, composeLayerRect() will divide by 255 591 layer->alpha = 255; 592 } 593 594 mCaches.unbindMeshBuffer(); 595 596 glActiveTexture(gTextureUnits[0]); 597 598 // When the layer is stored in an FBO, we can save a bit of fillrate by 599 // drawing only the dirty region 600 if (fboLayer) { 601 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 602 if (layer->colorFilter) { 603 setupColorFilter(layer->colorFilter); 604 } 605 composeLayerRegion(layer, rect); 606 if (layer->colorFilter) { 607 resetColorFilter(); 608 } 609 } else { 610 if (!rect.isEmpty()) { 611 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 612 composeLayerRect(layer, rect, true); 613 } 614 } 615 616 if (fboLayer) { 617 // Detach the texture from the FBO 618 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 619 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 620 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 621 622 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 623 mCaches.fboCache.put(current->fbo); 624 } 625 626 dirtyClip(); 627 628 // Failing to add the layer to the cache should happen only if the layer is too large 629 if (!mCaches.layerCache.put(layer)) { 630 LAYER_LOGD("Deleting layer"); 631 glDeleteTextures(1, &layer->texture); 632 delete layer; 633 } 634} 635 636void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 637 const Rect& texCoords = layer->texCoords; 638 resetDrawTextureTexCoords(texCoords.left, texCoords.top, texCoords.right, texCoords.bottom); 639 640 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 641 layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 642 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap); 643 644 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 645} 646 647void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 648#if RENDER_LAYERS_AS_REGIONS 649 if (layer->region.isRect()) { 650 composeLayerRect(layer, layer->regionRect); 651 layer->region.clear(); 652 return; 653 } 654 655 if (!layer->region.isEmpty()) { 656 size_t count; 657 const android::Rect* rects = layer->region.getArray(&count); 658 659 const float alpha = layer->alpha / 255.0f; 660 const float texX = 1.0f / float(layer->width); 661 const float texY = 1.0f / float(layer->height); 662 const float height = rect.getHeight(); 663 664 TextureVertex* mesh = mCaches.getRegionMesh(); 665 GLsizei numQuads = 0; 666 667 setupDraw(); 668 setupDrawWithTexture(); 669 setupDrawColor(alpha, alpha, alpha, alpha); 670 setupDrawColorFilter(); 671 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 672 setupDrawProgram(); 673 setupDrawDirtyRegionsDisabled(); 674 setupDrawPureColorUniforms(); 675 setupDrawColorFilterUniforms(); 676 setupDrawTexture(layer->texture); 677 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 678 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]); 679 680 for (size_t i = 0; i < count; i++) { 681 const android::Rect* r = &rects[i]; 682 683 const float u1 = r->left * texX; 684 const float v1 = (height - r->top) * texY; 685 const float u2 = r->right * texX; 686 const float v2 = (height - r->bottom) * texY; 687 688 // TODO: Reject quads outside of the clip 689 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 690 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 691 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 692 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 693 694 numQuads++; 695 696 if (numQuads >= REGION_MESH_QUAD_COUNT) { 697 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 698 numQuads = 0; 699 mesh = mCaches.getRegionMesh(); 700 } 701 } 702 703 if (numQuads > 0) { 704 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 705 } 706 707 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 708 finishDrawTexture(); 709 710#if DEBUG_LAYERS_AS_REGIONS 711 drawRegionRects(layer->region); 712#endif 713 714 layer->region.clear(); 715 } 716#else 717 composeLayerRect(layer, rect); 718#endif 719} 720 721void OpenGLRenderer::drawRegionRects(const Region& region) { 722#if DEBUG_LAYERS_AS_REGIONS 723 size_t count; 724 const android::Rect* rects = region.getArray(&count); 725 726 uint32_t colors[] = { 727 0x7fff0000, 0x7f00ff00, 728 0x7f0000ff, 0x7fff00ff, 729 }; 730 731 int offset = 0; 732 int32_t top = rects[0].top; 733 734 for (size_t i = 0; i < count; i++) { 735 if (top != rects[i].top) { 736 offset ^= 0x2; 737 top = rects[i].top; 738 } 739 740 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 741 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 742 SkXfermode::kSrcOver_Mode); 743 } 744#endif 745} 746 747void OpenGLRenderer::dirtyLayer(const float left, const float top, 748 const float right, const float bottom, const mat4 transform) { 749#if RENDER_LAYERS_AS_REGIONS 750 if (hasLayer()) { 751 Rect bounds(left, top, right, bottom); 752 transform.mapRect(bounds); 753 dirtyLayerUnchecked(bounds, getRegion()); 754 } 755#endif 756} 757 758void OpenGLRenderer::dirtyLayer(const float left, const float top, 759 const float right, const float bottom) { 760#if RENDER_LAYERS_AS_REGIONS 761 if (hasLayer()) { 762 Rect bounds(left, top, right, bottom); 763 dirtyLayerUnchecked(bounds, getRegion()); 764 } 765#endif 766} 767 768void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 769#if RENDER_LAYERS_AS_REGIONS 770 if (bounds.intersect(*mSnapshot->clipRect)) { 771 bounds.snapToPixelBoundaries(); 772 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 773 if (!dirty.isEmpty()) { 774 region->orSelf(dirty); 775 } 776 } 777#endif 778} 779 780/////////////////////////////////////////////////////////////////////////////// 781// Transforms 782/////////////////////////////////////////////////////////////////////////////// 783 784void OpenGLRenderer::translate(float dx, float dy) { 785 mSnapshot->transform->translate(dx, dy, 0.0f); 786} 787 788void OpenGLRenderer::rotate(float degrees) { 789 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 790} 791 792void OpenGLRenderer::scale(float sx, float sy) { 793 mSnapshot->transform->scale(sx, sy, 1.0f); 794} 795 796void OpenGLRenderer::skew(float sx, float sy) { 797 mSnapshot->transform->skew(sx, sy); 798} 799 800void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 801 mSnapshot->transform->load(*matrix); 802} 803 804const float* OpenGLRenderer::getMatrix() const { 805 if (mSnapshot->fbo != 0) { 806 return &mSnapshot->transform->data[0]; 807 } 808 return &mIdentity.data[0]; 809} 810 811void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 812 mSnapshot->transform->copyTo(*matrix); 813} 814 815void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 816 SkMatrix transform; 817 mSnapshot->transform->copyTo(transform); 818 transform.preConcat(*matrix); 819 mSnapshot->transform->load(transform); 820} 821 822/////////////////////////////////////////////////////////////////////////////// 823// Clipping 824/////////////////////////////////////////////////////////////////////////////// 825 826void OpenGLRenderer::setScissorFromClip() { 827 Rect clip(*mSnapshot->clipRect); 828 clip.snapToPixelBoundaries(); 829 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 830 mDirtyClip = false; 831} 832 833const Rect& OpenGLRenderer::getClipBounds() { 834 return mSnapshot->getLocalClip(); 835} 836 837bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 838 if (mSnapshot->isIgnored()) { 839 return true; 840 } 841 842 Rect r(left, top, right, bottom); 843 mSnapshot->transform->mapRect(r); 844 r.snapToPixelBoundaries(); 845 846 Rect clipRect(*mSnapshot->clipRect); 847 clipRect.snapToPixelBoundaries(); 848 849 return !clipRect.intersects(r); 850} 851 852bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 853 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 854 if (clipped) { 855 dirtyClip(); 856 } 857 return !mSnapshot->clipRect->isEmpty(); 858} 859 860/////////////////////////////////////////////////////////////////////////////// 861// Drawing commands 862/////////////////////////////////////////////////////////////////////////////// 863 864void OpenGLRenderer::setupDraw() { 865 if (mDirtyClip) { 866 setScissorFromClip(); 867 } 868 mDescription.reset(); 869 mSetShaderColor = false; 870 mColorSet = false; 871 mColorA = mColorR = mColorG = mColorB = 0.0f; 872 mTextureUnit = 0; 873 mTrackDirtyRegions = true; 874 mTexCoordsSlot = -1; 875} 876 877void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 878 mDescription.hasTexture = true; 879 mDescription.hasAlpha8Texture = isAlpha8; 880} 881 882void OpenGLRenderer::setupDrawPoint(float pointSize) { 883 mDescription.isPoint = true; 884 mDescription.pointSize = pointSize; 885} 886 887void OpenGLRenderer::setupDrawColor(int color) { 888 setupDrawColor(color, (color >> 24) & 0xFF); 889} 890 891void OpenGLRenderer::setupDrawColor(int color, int alpha) { 892 mColorA = alpha / 255.0f; 893 const float a = mColorA / 255.0f; 894 mColorR = a * ((color >> 16) & 0xFF); 895 mColorG = a * ((color >> 8) & 0xFF); 896 mColorB = a * ((color ) & 0xFF); 897 mColorSet = true; 898 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 899} 900 901void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 902 mColorA = alpha / 255.0f; 903 const float a = mColorA / 255.0f; 904 mColorR = a * ((color >> 16) & 0xFF); 905 mColorG = a * ((color >> 8) & 0xFF); 906 mColorB = a * ((color ) & 0xFF); 907 mColorSet = true; 908 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 909} 910 911void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 912 mColorA = a; 913 mColorR = r; 914 mColorG = g; 915 mColorB = b; 916 mColorSet = true; 917 mSetShaderColor = mDescription.setColor(r, g, b, a); 918} 919 920void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 921 mColorA = a; 922 mColorR = r; 923 mColorG = g; 924 mColorB = b; 925 mColorSet = true; 926 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 927} 928 929void OpenGLRenderer::setupDrawShader() { 930 if (mShader) { 931 mShader->describe(mDescription, mCaches.extensions); 932 } 933} 934 935void OpenGLRenderer::setupDrawColorFilter() { 936 if (mColorFilter) { 937 mColorFilter->describe(mDescription, mCaches.extensions); 938 } 939} 940 941void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 942 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 943 mDescription, swapSrcDst); 944} 945 946void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 947 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 948 mDescription, swapSrcDst); 949} 950 951void OpenGLRenderer::setupDrawProgram() { 952 useProgram(mCaches.programCache.get(mDescription)); 953} 954 955void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 956 mTrackDirtyRegions = false; 957} 958 959void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 960 bool ignoreTransform) { 961 mModelView.loadTranslate(left, top, 0.0f); 962 if (!ignoreTransform) { 963 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 964 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 965 } else { 966 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 967 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 968 } 969} 970 971void OpenGLRenderer::setupDrawModelViewIdentity() { 972 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform); 973} 974 975void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 976 bool ignoreTransform, bool ignoreModelView) { 977 if (!ignoreModelView) { 978 mModelView.loadTranslate(left, top, 0.0f); 979 mModelView.scale(right - left, bottom - top, 1.0f); 980 } else { 981 mModelView.loadIdentity(); 982 } 983 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 984 if (!ignoreTransform) { 985 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 986 if (mTrackDirtyRegions && dirty) { 987 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 988 } 989 } else { 990 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 991 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 992 } 993} 994 995void OpenGLRenderer::setupDrawPointUniforms() { 996 int slot = mCaches.currentProgram->getUniform("pointSize"); 997 glUniform1f(slot, mDescription.pointSize); 998} 999 1000void OpenGLRenderer::setupDrawColorUniforms() { 1001 if (mColorSet || (mShader && mSetShaderColor)) { 1002 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1003 } 1004} 1005 1006void OpenGLRenderer::setupDrawPureColorUniforms() { 1007 if (mSetShaderColor) { 1008 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1009 } 1010} 1011 1012void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1013 if (mShader) { 1014 if (ignoreTransform) { 1015 mModelView.loadInverse(*mSnapshot->transform); 1016 } 1017 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1018 } 1019} 1020 1021void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1022 if (mShader) { 1023 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1024 } 1025} 1026 1027void OpenGLRenderer::setupDrawColorFilterUniforms() { 1028 if (mColorFilter) { 1029 mColorFilter->setupProgram(mCaches.currentProgram); 1030 } 1031} 1032 1033void OpenGLRenderer::setupDrawSimpleMesh() { 1034 mCaches.bindMeshBuffer(); 1035 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1036 gMeshStride, 0); 1037} 1038 1039void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1040 bindTexture(texture); 1041 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1042 1043 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1044 glEnableVertexAttribArray(mTexCoordsSlot); 1045} 1046 1047void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1048 if (!vertices) { 1049 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1050 } else { 1051 mCaches.unbindMeshBuffer(); 1052 } 1053 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1054 gMeshStride, vertices); 1055 if (mTexCoordsSlot >= 0) { 1056 glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1057 } 1058} 1059 1060void OpenGLRenderer::finishDrawTexture() { 1061 glDisableVertexAttribArray(mTexCoordsSlot); 1062} 1063 1064/////////////////////////////////////////////////////////////////////////////// 1065// Drawing 1066/////////////////////////////////////////////////////////////////////////////// 1067 1068bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height, 1069 Rect& dirty, uint32_t level) { 1070 if (quickReject(0.0f, 0.0f, width, height)) { 1071 return false; 1072 } 1073 1074 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1075 // will be performed by the display list itself 1076 if (displayList) { 1077 return displayList->replay(*this, dirty, level); 1078 } 1079 1080 return false; 1081} 1082 1083void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1084 int alpha; 1085 SkXfermode::Mode mode; 1086 getAlphaAndMode(paint, &alpha, &mode); 1087 1088 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1089 1090 float x = left; 1091 float y = top; 1092 1093 bool ignoreTransform = false; 1094 if (mSnapshot->transform->isPureTranslate()) { 1095 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1096 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1097 ignoreTransform = true; 1098 } 1099 1100 setupDraw(); 1101 setupDrawWithTexture(true); 1102 setupDrawAlpha8Color(paint->getColor(), alpha); 1103 setupDrawColorFilter(); 1104 setupDrawShader(); 1105 setupDrawBlending(true, mode); 1106 setupDrawProgram(); 1107 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1108 setupDrawTexture(texture->id); 1109 setupDrawPureColorUniforms(); 1110 setupDrawColorFilterUniforms(); 1111 setupDrawShaderUniforms(); 1112 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1113 1114 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1115 1116 finishDrawTexture(); 1117} 1118 1119void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1120 const float right = left + bitmap->width(); 1121 const float bottom = top + bitmap->height(); 1122 1123 if (quickReject(left, top, right, bottom)) { 1124 return; 1125 } 1126 1127 glActiveTexture(gTextureUnits[0]); 1128 Texture* texture = mCaches.textureCache.get(bitmap); 1129 if (!texture) return; 1130 const AutoTexture autoCleanup(texture); 1131 1132 if (bitmap->getConfig() == SkBitmap::kA8_Config) { 1133 drawAlphaBitmap(texture, left, top, paint); 1134 } else { 1135 drawTextureRect(left, top, right, bottom, texture, paint); 1136 } 1137} 1138 1139void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1140 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1141 const mat4 transform(*matrix); 1142 transform.mapRect(r); 1143 1144 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1145 return; 1146 } 1147 1148 glActiveTexture(gTextureUnits[0]); 1149 Texture* texture = mCaches.textureCache.get(bitmap); 1150 if (!texture) return; 1151 const AutoTexture autoCleanup(texture); 1152 1153 // This could be done in a cheaper way, all we need is pass the matrix 1154 // to the vertex shader. The save/restore is a bit overkill. 1155 save(SkCanvas::kMatrix_SaveFlag); 1156 concatMatrix(matrix); 1157 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1158 restore(); 1159} 1160 1161void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1162 float* vertices, int* colors, SkPaint* paint) { 1163 // TODO: Do a quickReject 1164 if (!vertices || mSnapshot->isIgnored()) { 1165 return; 1166 } 1167 1168 glActiveTexture(gTextureUnits[0]); 1169 Texture* texture = mCaches.textureCache.get(bitmap); 1170 if (!texture) return; 1171 const AutoTexture autoCleanup(texture); 1172 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1173 1174 int alpha; 1175 SkXfermode::Mode mode; 1176 getAlphaAndMode(paint, &alpha, &mode); 1177 1178 const uint32_t count = meshWidth * meshHeight * 6; 1179 1180 float left = FLT_MAX; 1181 float top = FLT_MAX; 1182 float right = FLT_MIN; 1183 float bottom = FLT_MIN; 1184 1185#if RENDER_LAYERS_AS_REGIONS 1186 bool hasActiveLayer = hasLayer(); 1187#else 1188 bool hasActiveLayer = false; 1189#endif 1190 1191 // TODO: Support the colors array 1192 TextureVertex mesh[count]; 1193 TextureVertex* vertex = mesh; 1194 for (int32_t y = 0; y < meshHeight; y++) { 1195 for (int32_t x = 0; x < meshWidth; x++) { 1196 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1197 1198 float u1 = float(x) / meshWidth; 1199 float u2 = float(x + 1) / meshWidth; 1200 float v1 = float(y) / meshHeight; 1201 float v2 = float(y + 1) / meshHeight; 1202 1203 int ax = i + (meshWidth + 1) * 2; 1204 int ay = ax + 1; 1205 int bx = i; 1206 int by = bx + 1; 1207 int cx = i + 2; 1208 int cy = cx + 1; 1209 int dx = i + (meshWidth + 1) * 2 + 2; 1210 int dy = dx + 1; 1211 1212 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1213 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1214 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1215 1216 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1217 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1218 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1219 1220#if RENDER_LAYERS_AS_REGIONS 1221 if (hasActiveLayer) { 1222 // TODO: This could be optimized to avoid unnecessary ops 1223 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1224 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1225 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1226 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1227 } 1228#endif 1229 } 1230 } 1231 1232#if RENDER_LAYERS_AS_REGIONS 1233 if (hasActiveLayer) { 1234 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1235 } 1236#endif 1237 1238 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1239 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1240 GL_TRIANGLES, count, false, false, 0, false, false); 1241} 1242 1243void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1244 float srcLeft, float srcTop, float srcRight, float srcBottom, 1245 float dstLeft, float dstTop, float dstRight, float dstBottom, 1246 SkPaint* paint) { 1247 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1248 return; 1249 } 1250 1251 glActiveTexture(gTextureUnits[0]); 1252 Texture* texture = mCaches.textureCache.get(bitmap); 1253 if (!texture) return; 1254 const AutoTexture autoCleanup(texture); 1255 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1256 1257 const float width = texture->width; 1258 const float height = texture->height; 1259 1260 const float u1 = srcLeft / width; 1261 const float v1 = srcTop / height; 1262 const float u2 = srcRight / width; 1263 const float v2 = srcBottom / height; 1264 1265 mCaches.unbindMeshBuffer(); 1266 resetDrawTextureTexCoords(u1, v1, u2, v2); 1267 1268 int alpha; 1269 SkXfermode::Mode mode; 1270 getAlphaAndMode(paint, &alpha, &mode); 1271 1272 if (mSnapshot->transform->isPureTranslate()) { 1273 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1274 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1275 1276 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1277 texture->id, alpha / 255.0f, mode, texture->blend, 1278 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1279 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1280 } else { 1281 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1282 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1283 GL_TRIANGLE_STRIP, gMeshCount); 1284 } 1285 1286 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1287} 1288 1289void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1290 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1291 float left, float top, float right, float bottom, SkPaint* paint) { 1292 if (quickReject(left, top, right, bottom)) { 1293 return; 1294 } 1295 1296 glActiveTexture(gTextureUnits[0]); 1297 Texture* texture = mCaches.textureCache.get(bitmap); 1298 if (!texture) return; 1299 const AutoTexture autoCleanup(texture); 1300 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1301 1302 int alpha; 1303 SkXfermode::Mode mode; 1304 getAlphaAndMode(paint, &alpha, &mode); 1305 1306 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1307 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1308 1309 if (mesh && mesh->verticesCount > 0) { 1310 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1311#if RENDER_LAYERS_AS_REGIONS 1312 // Mark the current layer dirty where we are going to draw the patch 1313 if (hasLayer() && mesh->hasEmptyQuads) { 1314 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1315 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1316 const size_t count = mesh->quads.size(); 1317 for (size_t i = 0; i < count; i++) { 1318 const Rect& bounds = mesh->quads.itemAt(i); 1319 if (pureTranslate) { 1320 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1321 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1322 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1323 } else { 1324 dirtyLayer(left + bounds.left, top + bounds.top, 1325 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1326 } 1327 } 1328 } 1329#endif 1330 1331 if (pureTranslate) { 1332 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1333 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1334 1335 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1336 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1337 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1338 true, !mesh->hasEmptyQuads); 1339 } else { 1340 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1341 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1342 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1343 true, !mesh->hasEmptyQuads); 1344 } 1345 } 1346} 1347 1348void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1349 if (mSnapshot->isIgnored()) return; 1350 1351 const bool isAA = paint->isAntiAlias(); 1352 const float strokeWidth = paint->getStrokeWidth() * 0.5f; 1353 // A stroke width of 0 has a special meaningin Skia: 1354 // it draws an unscaled 1px wide line 1355 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1356 1357 int alpha; 1358 SkXfermode::Mode mode; 1359 getAlphaAndMode(paint, &alpha, &mode); 1360 1361 int verticesCount = count >> 2; 1362 int generatedVerticesCount = 0; 1363 if (!isHairLine) { 1364 // TODO: AA needs more vertices 1365 verticesCount *= 6; 1366 } else { 1367 // TODO: AA will be different 1368 verticesCount *= 2; 1369 } 1370 1371 TextureVertex lines[verticesCount]; 1372 TextureVertex* vertex = &lines[0]; 1373 1374 setupDraw(); 1375 setupDrawColor(paint->getColor(), alpha); 1376 setupDrawColorFilter(); 1377 setupDrawShader(); 1378 setupDrawBlending(mode); 1379 setupDrawProgram(); 1380 setupDrawModelViewIdentity(); 1381 setupDrawColorUniforms(); 1382 setupDrawColorFilterUniforms(); 1383 setupDrawShaderIdentityUniforms(); 1384 setupDrawMesh(vertex); 1385 1386 if (!isHairLine) { 1387 // TODO: Handle the AA case 1388 for (int i = 0; i < count; i += 4) { 1389 // a = start point, b = end point 1390 vec2 a(points[i], points[i + 1]); 1391 vec2 b(points[i + 2], points[i + 3]); 1392 1393 // Bias to snap to the same pixels as Skia 1394 a += 0.375; 1395 b += 0.375; 1396 1397 // Find the normal to the line 1398 vec2 n = (b - a).copyNormalized() * strokeWidth; 1399 float x = n.x; 1400 n.x = -n.y; 1401 n.y = x; 1402 1403 // Four corners of the rectangle defining a thick line 1404 vec2 p1 = a - n; 1405 vec2 p2 = a + n; 1406 vec2 p3 = b + n; 1407 vec2 p4 = b - n; 1408 1409 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1410 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1411 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1412 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1413 1414 if (!quickReject(left, top, right, bottom)) { 1415 // Draw the line as 2 triangles, could be optimized 1416 // by using only 4 vertices and the correct indices 1417 // Also we should probably used non textured vertices 1418 // when line AA is disabled to save on bandwidth 1419 TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f); 1420 TextureVertex::set(vertex++, p2.x, p2.y, 0.0f, 0.0f); 1421 TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f); 1422 TextureVertex::set(vertex++, p1.x, p1.y, 0.0f, 0.0f); 1423 TextureVertex::set(vertex++, p3.x, p3.y, 0.0f, 0.0f); 1424 TextureVertex::set(vertex++, p4.x, p4.y, 0.0f, 0.0f); 1425 1426 generatedVerticesCount += 6; 1427 1428 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1429 } 1430 } 1431 1432 if (generatedVerticesCount > 0) { 1433 // GL_LINE does not give the result we want to match Skia 1434 glDrawArrays(GL_TRIANGLES, 0, generatedVerticesCount); 1435 } 1436 } else { 1437 // TODO: Handle the AA case 1438 for (int i = 0; i < count; i += 4) { 1439 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1440 TextureVertex::set(vertex++, points[i + 2], points[i + 3], 0.0f, 0.0f); 1441 1442 generatedVerticesCount += 2; 1443 1444 const float left = fmin(points[i], points[i + 2]); 1445 const float right = fmax(points[i], points[i + 2]); 1446 const float top = fmin(points[i + 1], points[i + 3]); 1447 const float bottom = fmax(points[i + 1], points[i + 3]); 1448 1449 dirtyLayer(left, top, 1450 right == left ? left + 1 : right, bottom == top ? top + 1 : bottom, 1451 *mSnapshot->transform); 1452 } 1453 1454 glLineWidth(1.0f); 1455 glDrawArrays(GL_LINES, 0, generatedVerticesCount); 1456 } 1457} 1458 1459void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 1460 if (mSnapshot->isIgnored()) return; 1461 1462 // TODO: The paint's cap style defines whether the points are square or circular 1463 // TODO: Handle AA for round points 1464 1465 // A stroke width of 0 has a special meaningin Skia: 1466 // it draws an unscaled 1px point 1467 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1468 1469 int alpha; 1470 SkXfermode::Mode mode; 1471 getAlphaAndMode(paint, &alpha, &mode); 1472 1473 int verticesCount = count >> 1; 1474 int generatedVerticesCount = 0; 1475 1476 TextureVertex pointsData[verticesCount]; 1477 TextureVertex* vertex = &pointsData[0]; 1478 1479 setupDraw(); 1480 setupDrawPoint(isHairLine ? 1.0f : paint->getStrokeWidth()); 1481 setupDrawColor(paint->getColor(), alpha); 1482 setupDrawColorFilter(); 1483 setupDrawShader(); 1484 setupDrawBlending(mode); 1485 setupDrawProgram(); 1486 setupDrawModelViewIdentity(); 1487 setupDrawColorUniforms(); 1488 setupDrawColorFilterUniforms(); 1489 setupDrawPointUniforms(); 1490 setupDrawShaderIdentityUniforms(); 1491 setupDrawMesh(vertex); 1492 1493 for (int i = 0; i < count; i += 2) { 1494 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1495 generatedVerticesCount++; 1496 } 1497 1498 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 1499} 1500 1501void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1502 // No need to check against the clip, we fill the clip region 1503 if (mSnapshot->isIgnored()) return; 1504 1505 Rect& clip(*mSnapshot->clipRect); 1506 clip.snapToPixelBoundaries(); 1507 1508 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1509} 1510 1511void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 1512 if (!texture) return; 1513 const AutoTexture autoCleanup(texture); 1514 1515 const float x = left + texture->left - texture->offset; 1516 const float y = top + texture->top - texture->offset; 1517 1518 drawPathTexture(texture, x, y, paint); 1519} 1520 1521void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 1522 float rx, float ry, SkPaint* paint) { 1523 if (mSnapshot->isIgnored()) return; 1524 1525 glActiveTexture(gTextureUnits[0]); 1526 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 1527 right - left, bottom - top, rx, ry, paint); 1528 drawShape(left, top, texture, paint); 1529} 1530 1531void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 1532 if (mSnapshot->isIgnored()) return; 1533 1534 glActiveTexture(gTextureUnits[0]); 1535 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 1536 drawShape(x - radius, y - radius, texture, paint); 1537} 1538 1539void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 1540 if (mSnapshot->isIgnored()) return; 1541 1542 glActiveTexture(gTextureUnits[0]); 1543 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 1544 drawShape(left, top, texture, paint); 1545} 1546 1547void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 1548 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 1549 if (mSnapshot->isIgnored()) return; 1550 1551 if (fabs(sweepAngle) >= 360.0f) { 1552 drawOval(left, top, right, bottom, paint); 1553 return; 1554 } 1555 1556 glActiveTexture(gTextureUnits[0]); 1557 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 1558 startAngle, sweepAngle, useCenter, paint); 1559 drawShape(left, top, texture, paint); 1560} 1561 1562void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 1563 SkPaint* paint) { 1564 if (mSnapshot->isIgnored()) return; 1565 1566 glActiveTexture(gTextureUnits[0]); 1567 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 1568 drawShape(left, top, texture, paint); 1569} 1570 1571void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 1572 if (p->getStyle() != SkPaint::kFill_Style) { 1573 drawRectAsShape(left, top, right, bottom, p); 1574 return; 1575 } 1576 1577 if (quickReject(left, top, right, bottom)) { 1578 return; 1579 } 1580 1581 SkXfermode::Mode mode; 1582 if (!mCaches.extensions.hasFramebufferFetch()) { 1583 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 1584 if (!isMode) { 1585 // Assume SRC_OVER 1586 mode = SkXfermode::kSrcOver_Mode; 1587 } 1588 } else { 1589 mode = getXfermode(p->getXfermode()); 1590 } 1591 1592 int color = p->getColor(); 1593 drawColorRect(left, top, right, bottom, color, mode); 1594} 1595 1596void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 1597 float x, float y, SkPaint* paint) { 1598 if (text == NULL || count == 0) { 1599 return; 1600 } 1601 if (mSnapshot->isIgnored()) return; 1602 1603 paint->setAntiAlias(true); 1604 1605 float length = -1.0f; 1606 switch (paint->getTextAlign()) { 1607 case SkPaint::kCenter_Align: 1608 length = paint->measureText(text, bytesCount); 1609 x -= length / 2.0f; 1610 break; 1611 case SkPaint::kRight_Align: 1612 length = paint->measureText(text, bytesCount); 1613 x -= length; 1614 break; 1615 default: 1616 break; 1617 } 1618 1619 const float oldX = x; 1620 const float oldY = y; 1621 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1622 if (pureTranslate) { 1623 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 1624 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 1625 } 1626 1627 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 1628 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 1629 paint->getTextSize()); 1630 1631 int alpha; 1632 SkXfermode::Mode mode; 1633 getAlphaAndMode(paint, &alpha, &mode); 1634 1635 if (mHasShadow) { 1636 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 1637 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 1638 count, mShadowRadius); 1639 const AutoTexture autoCleanup(shadow); 1640 1641 const float sx = x - shadow->left + mShadowDx; 1642 const float sy = y - shadow->top + mShadowDy; 1643 1644 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 1645 1646 glActiveTexture(gTextureUnits[0]); 1647 setupDraw(); 1648 setupDrawWithTexture(true); 1649 setupDrawAlpha8Color(mShadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 1650 setupDrawBlending(true, mode); 1651 setupDrawProgram(); 1652 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height, pureTranslate); 1653 setupDrawTexture(shadow->id); 1654 setupDrawPureColorUniforms(); 1655 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1656 1657 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1658 finishDrawTexture(); 1659 } 1660 1661 if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) { 1662 return; 1663 } 1664 1665 // Pick the appropriate texture filtering 1666 bool linearFilter = mSnapshot->transform->changesBounds(); 1667 if (pureTranslate && !linearFilter) { 1668 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 1669 } 1670 1671 glActiveTexture(gTextureUnits[0]); 1672 setupDraw(); 1673 setupDrawDirtyRegionsDisabled(); 1674 setupDrawWithTexture(true); 1675 setupDrawAlpha8Color(paint->getColor(), alpha); 1676 setupDrawColorFilter(); 1677 setupDrawShader(); 1678 setupDrawBlending(true, mode); 1679 setupDrawProgram(); 1680 setupDrawModelView(x, y, x, y, pureTranslate, true); 1681 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 1682 setupDrawPureColorUniforms(); 1683 setupDrawColorFilterUniforms(); 1684 setupDrawShaderUniforms(pureTranslate); 1685 1686 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 1687 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 1688 1689#if RENDER_LAYERS_AS_REGIONS 1690 bool hasActiveLayer = hasLayer(); 1691#else 1692 bool hasActiveLayer = false; 1693#endif 1694 mCaches.unbindMeshBuffer(); 1695 1696 // Tell font renderer the locations of position and texture coord 1697 // attributes so it can bind its data properly 1698 int positionSlot = mCaches.currentProgram->position; 1699 fontRenderer.setAttributeBindingSlots(positionSlot, mTexCoordsSlot); 1700 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 1701 hasActiveLayer ? &bounds : NULL)) { 1702#if RENDER_LAYERS_AS_REGIONS 1703 if (hasActiveLayer) { 1704 if (!pureTranslate) { 1705 mSnapshot->transform->mapRect(bounds); 1706 } 1707 dirtyLayerUnchecked(bounds, getRegion()); 1708 } 1709#endif 1710 } 1711 1712 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 1713 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1714 1715 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 1716} 1717 1718void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 1719 if (mSnapshot->isIgnored()) return; 1720 1721 glActiveTexture(gTextureUnits[0]); 1722 1723 const PathTexture* texture = mCaches.pathCache.get(path, paint); 1724 if (!texture) return; 1725 const AutoTexture autoCleanup(texture); 1726 1727 const float x = texture->left - texture->offset; 1728 const float y = texture->top - texture->offset; 1729 1730 drawPathTexture(texture, x, y, paint); 1731} 1732 1733void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 1734 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 1735 return; 1736 } 1737 1738 glActiveTexture(gTextureUnits[0]); 1739 1740 int alpha; 1741 SkXfermode::Mode mode; 1742 getAlphaAndMode(paint, &alpha, &mode); 1743 1744 layer->alpha = alpha; 1745 layer->mode = mode; 1746 1747#if RENDER_LAYERS_AS_REGIONS 1748 if (!layer->region.isEmpty()) { 1749 if (layer->region.isRect()) { 1750 composeLayerRect(layer, layer->regionRect); 1751 } else if (layer->mesh) { 1752 const float a = alpha / 255.0f; 1753 const Rect& rect = layer->layer; 1754 1755 setupDraw(); 1756 setupDrawWithTexture(); 1757 setupDrawColor(a, a, a, a); 1758 setupDrawColorFilter(); 1759 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 1760 setupDrawProgram(); 1761 setupDrawModelViewTranslate(x, y, 1762 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 1763 setupDrawPureColorUniforms(); 1764 setupDrawColorFilterUniforms(); 1765 setupDrawTexture(layer->texture); 1766 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 1767 1768 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 1769 GL_UNSIGNED_SHORT, layer->meshIndices); 1770 1771 finishDrawTexture(); 1772 1773#if DEBUG_LAYERS_AS_REGIONS 1774 drawRegionRects(layer->region); 1775#endif 1776 } 1777 } 1778#else 1779 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 1780 composeLayerRect(layer, r); 1781#endif 1782} 1783 1784/////////////////////////////////////////////////////////////////////////////// 1785// Shaders 1786/////////////////////////////////////////////////////////////////////////////// 1787 1788void OpenGLRenderer::resetShader() { 1789 mShader = NULL; 1790} 1791 1792void OpenGLRenderer::setupShader(SkiaShader* shader) { 1793 mShader = shader; 1794 if (mShader) { 1795 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 1796 } 1797} 1798 1799/////////////////////////////////////////////////////////////////////////////// 1800// Color filters 1801/////////////////////////////////////////////////////////////////////////////// 1802 1803void OpenGLRenderer::resetColorFilter() { 1804 mColorFilter = NULL; 1805} 1806 1807void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 1808 mColorFilter = filter; 1809} 1810 1811/////////////////////////////////////////////////////////////////////////////// 1812// Drop shadow 1813/////////////////////////////////////////////////////////////////////////////// 1814 1815void OpenGLRenderer::resetShadow() { 1816 mHasShadow = false; 1817} 1818 1819void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 1820 mHasShadow = true; 1821 mShadowRadius = radius; 1822 mShadowDx = dx; 1823 mShadowDy = dy; 1824 mShadowColor = color; 1825} 1826 1827/////////////////////////////////////////////////////////////////////////////// 1828// Drawing implementation 1829/////////////////////////////////////////////////////////////////////////////// 1830 1831void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 1832 float x, float y, SkPaint* paint) { 1833 if (quickReject(x, y, x + texture->width, y + texture->height)) { 1834 return; 1835 } 1836 1837 int alpha; 1838 SkXfermode::Mode mode; 1839 getAlphaAndMode(paint, &alpha, &mode); 1840 1841 setupDraw(); 1842 setupDrawWithTexture(true); 1843 setupDrawAlpha8Color(paint->getColor(), alpha); 1844 setupDrawColorFilter(); 1845 setupDrawShader(); 1846 setupDrawBlending(true, mode); 1847 setupDrawProgram(); 1848 setupDrawModelView(x, y, x + texture->width, y + texture->height); 1849 setupDrawTexture(texture->id); 1850 setupDrawPureColorUniforms(); 1851 setupDrawColorFilterUniforms(); 1852 setupDrawShaderUniforms(); 1853 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1854 1855 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1856 1857 finishDrawTexture(); 1858} 1859 1860// Same values used by Skia 1861#define kStdStrikeThru_Offset (-6.0f / 21.0f) 1862#define kStdUnderline_Offset (1.0f / 9.0f) 1863#define kStdUnderline_Thickness (1.0f / 18.0f) 1864 1865void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 1866 float x, float y, SkPaint* paint) { 1867 // Handle underline and strike-through 1868 uint32_t flags = paint->getFlags(); 1869 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 1870 float underlineWidth = length; 1871 // If length is > 0.0f, we already measured the text for the text alignment 1872 if (length <= 0.0f) { 1873 underlineWidth = paint->measureText(text, bytesCount); 1874 } 1875 1876 float offsetX = 0; 1877 switch (paint->getTextAlign()) { 1878 case SkPaint::kCenter_Align: 1879 offsetX = underlineWidth * 0.5f; 1880 break; 1881 case SkPaint::kRight_Align: 1882 offsetX = underlineWidth; 1883 break; 1884 default: 1885 break; 1886 } 1887 1888 if (underlineWidth > 0.0f) { 1889 const float textSize = paint->getTextSize(); 1890 // TODO: Support stroke width < 1.0f when we have AA lines 1891 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 1892 1893 const float left = x - offsetX; 1894 float top = 0.0f; 1895 1896 int linesCount = 0; 1897 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 1898 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 1899 1900 const int pointsCount = 4 * linesCount; 1901 float points[pointsCount]; 1902 int currentPoint = 0; 1903 1904 if (flags & SkPaint::kUnderlineText_Flag) { 1905 top = y + textSize * kStdUnderline_Offset; 1906 points[currentPoint++] = left; 1907 points[currentPoint++] = top; 1908 points[currentPoint++] = left + underlineWidth; 1909 points[currentPoint++] = top; 1910 } 1911 1912 if (flags & SkPaint::kStrikeThruText_Flag) { 1913 top = y + textSize * kStdStrikeThru_Offset; 1914 points[currentPoint++] = left; 1915 points[currentPoint++] = top; 1916 points[currentPoint++] = left + underlineWidth; 1917 points[currentPoint++] = top; 1918 } 1919 1920 SkPaint linesPaint(*paint); 1921 linesPaint.setStrokeWidth(strokeWidth); 1922 1923 drawLines(&points[0], pointsCount, &linesPaint); 1924 } 1925 } 1926} 1927 1928void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 1929 int color, SkXfermode::Mode mode, bool ignoreTransform) { 1930 // If a shader is set, preserve only the alpha 1931 if (mShader) { 1932 color |= 0x00ffffff; 1933 } 1934 1935 setupDraw(); 1936 setupDrawColor(color); 1937 setupDrawShader(); 1938 setupDrawColorFilter(); 1939 setupDrawBlending(mode); 1940 setupDrawProgram(); 1941 setupDrawModelView(left, top, right, bottom, ignoreTransform); 1942 setupDrawColorUniforms(); 1943 setupDrawShaderUniforms(ignoreTransform); 1944 setupDrawColorFilterUniforms(); 1945 setupDrawSimpleMesh(); 1946 1947 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1948} 1949 1950void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1951 Texture* texture, SkPaint* paint) { 1952 int alpha; 1953 SkXfermode::Mode mode; 1954 getAlphaAndMode(paint, &alpha, &mode); 1955 1956 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1957 1958 if (mSnapshot->transform->isPureTranslate()) { 1959 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1960 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1961 1962 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1963 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 1964 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 1965 } else { 1966 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 1967 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1968 GL_TRIANGLE_STRIP, gMeshCount); 1969 } 1970} 1971 1972void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 1973 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 1974 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 1975 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 1976} 1977 1978void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 1979 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 1980 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 1981 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 1982 1983 setupDraw(); 1984 setupDrawWithTexture(); 1985 setupDrawColor(alpha, alpha, alpha, alpha); 1986 setupDrawColorFilter(); 1987 setupDrawBlending(blend, mode, swapSrcDst); 1988 setupDrawProgram(); 1989 if (!dirty) { 1990 setupDrawDirtyRegionsDisabled(); 1991 } 1992 if (!ignoreScale) { 1993 setupDrawModelView(left, top, right, bottom, ignoreTransform); 1994 } else { 1995 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 1996 } 1997 setupDrawPureColorUniforms(); 1998 setupDrawColorFilterUniforms(); 1999 setupDrawTexture(texture); 2000 setupDrawMesh(vertices, texCoords, vbo); 2001 2002 glDrawArrays(drawMode, 0, elementsCount); 2003 2004 finishDrawTexture(); 2005} 2006 2007void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2008 ProgramDescription& description, bool swapSrcDst) { 2009 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2010 if (blend) { 2011 if (mode < SkXfermode::kPlus_Mode) { 2012 if (!mCaches.blend) { 2013 glEnable(GL_BLEND); 2014 } 2015 2016 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2017 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2018 2019 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2020 glBlendFunc(sourceMode, destMode); 2021 mCaches.lastSrcMode = sourceMode; 2022 mCaches.lastDstMode = destMode; 2023 } 2024 } else { 2025 // These blend modes are not supported by OpenGL directly and have 2026 // to be implemented using shaders. Since the shader will perform 2027 // the blending, turn blending off here 2028 if (mCaches.extensions.hasFramebufferFetch()) { 2029 description.framebufferMode = mode; 2030 description.swapSrcDst = swapSrcDst; 2031 } 2032 2033 if (mCaches.blend) { 2034 glDisable(GL_BLEND); 2035 } 2036 blend = false; 2037 } 2038 } else if (mCaches.blend) { 2039 glDisable(GL_BLEND); 2040 } 2041 mCaches.blend = blend; 2042} 2043 2044bool OpenGLRenderer::useProgram(Program* program) { 2045 if (!program->isInUse()) { 2046 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2047 program->use(); 2048 mCaches.currentProgram = program; 2049 return false; 2050 } 2051 return true; 2052} 2053 2054void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2055 TextureVertex* v = &mMeshVertices[0]; 2056 TextureVertex::setUV(v++, u1, v1); 2057 TextureVertex::setUV(v++, u2, v1); 2058 TextureVertex::setUV(v++, u1, v2); 2059 TextureVertex::setUV(v++, u2, v2); 2060} 2061 2062void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2063 if (paint) { 2064 if (!mCaches.extensions.hasFramebufferFetch()) { 2065 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 2066 if (!isMode) { 2067 // Assume SRC_OVER 2068 *mode = SkXfermode::kSrcOver_Mode; 2069 } 2070 } else { 2071 *mode = getXfermode(paint->getXfermode()); 2072 } 2073 2074 // Skia draws using the color's alpha channel if < 255 2075 // Otherwise, it uses the paint's alpha 2076 int color = paint->getColor(); 2077 *alpha = (color >> 24) & 0xFF; 2078 if (*alpha == 255) { 2079 *alpha = paint->getAlpha(); 2080 } 2081 } else { 2082 *mode = SkXfermode::kSrcOver_Mode; 2083 *alpha = 255; 2084 } 2085} 2086 2087SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 2088 // In the future we should look at unifying the Porter-Duff modes and 2089 // SkXferModes so that we can use SkXfermode::IsMode(xfer, &mode). 2090 if (mode == NULL) { 2091 return SkXfermode::kSrcOver_Mode; 2092 } 2093 return mode->fMode; 2094} 2095 2096void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) { 2097 bool bound = false; 2098 if (wrapS != texture->wrapS) { 2099 glBindTexture(GL_TEXTURE_2D, texture->id); 2100 bound = true; 2101 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 2102 texture->wrapS = wrapS; 2103 } 2104 if (wrapT != texture->wrapT) { 2105 if (!bound) { 2106 glBindTexture(GL_TEXTURE_2D, texture->id); 2107 } 2108 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 2109 texture->wrapT = wrapT; 2110 } 2111} 2112 2113}; // namespace uirenderer 2114}; // namespace android 2115