OpenGLRenderer.cpp revision d48885a6c8cd27a8a62552c33b5282e9882e19f6
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkPathMeasure.h> 25#include <SkTypeface.h> 26 27#include <utils/Log.h> 28#include <utils/StopWatch.h> 29 30#include <private/hwui/DrawGlInfo.h> 31 32#include <ui/Rect.h> 33 34#include "OpenGLRenderer.h" 35#include "DisplayListRenderer.h" 36#include "Vector.h" 37 38namespace android { 39namespace uirenderer { 40 41/////////////////////////////////////////////////////////////////////////////// 42// Defines 43/////////////////////////////////////////////////////////////////////////////// 44 45#define RAD_TO_DEG (180.0f / 3.14159265f) 46#define MIN_ANGLE 0.001f 47 48#define ALPHA_THRESHOLD 0 49 50#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 51 52/////////////////////////////////////////////////////////////////////////////// 53// Globals 54/////////////////////////////////////////////////////////////////////////////// 55 56/** 57 * Structure mapping Skia xfermodes to OpenGL blending factors. 58 */ 59struct Blender { 60 SkXfermode::Mode mode; 61 GLenum src; 62 GLenum dst; 63}; // struct Blender 64 65// In this array, the index of each Blender equals the value of the first 66// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 67static const Blender gBlends[] = { 68 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 69 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 70 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 71 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 72 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 73 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 74 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 75 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 76 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 77 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 78 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 79 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 81 { SkXfermode::kMultiply_Mode, GL_ZERO, GL_SRC_COLOR }, 82 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 83}; 84 85// This array contains the swapped version of each SkXfermode. For instance 86// this array's SrcOver blending mode is actually DstOver. You can refer to 87// createLayer() for more information on the purpose of this array. 88static const Blender gBlendsSwap[] = { 89 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 90 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 91 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 92 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 93 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 94 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 95 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 96 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 97 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 98 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 99 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 100 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 101 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 102 { SkXfermode::kMultiply_Mode, GL_DST_COLOR, GL_ZERO }, 103 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 104}; 105 106/////////////////////////////////////////////////////////////////////////////// 107// Constructors/destructor 108/////////////////////////////////////////////////////////////////////////////// 109 110OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 111 mShader = NULL; 112 mColorFilter = NULL; 113 mHasShadow = false; 114 mHasDrawFilter = false; 115 116 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 117 118 mFirstSnapshot = new Snapshot; 119} 120 121OpenGLRenderer::~OpenGLRenderer() { 122 // The context has already been destroyed at this point, do not call 123 // GL APIs. All GL state should be kept in Caches.h 124} 125 126/////////////////////////////////////////////////////////////////////////////// 127// Debug 128/////////////////////////////////////////////////////////////////////////////// 129 130void OpenGLRenderer::startMark(const char* name) const { 131 mCaches.startMark(0, name); 132} 133 134void OpenGLRenderer::endMark() const { 135 mCaches.endMark(); 136} 137 138/////////////////////////////////////////////////////////////////////////////// 139// Setup 140/////////////////////////////////////////////////////////////////////////////// 141 142uint32_t OpenGLRenderer::getStencilSize() { 143 return STENCIL_BUFFER_SIZE; 144} 145 146bool OpenGLRenderer::isDeferred() { 147 return false; 148} 149 150void OpenGLRenderer::setViewport(int width, int height) { 151 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 152 153 mWidth = width; 154 mHeight = height; 155 156 mFirstSnapshot->height = height; 157 mFirstSnapshot->viewport.set(0, 0, width, height); 158 159 glDisable(GL_DITHER); 160 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 161 162 glEnableVertexAttribArray(Program::kBindingPosition); 163} 164 165int OpenGLRenderer::prepare(bool opaque) { 166 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 167} 168 169int OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 170 mCaches.clearGarbage(); 171 172 mSnapshot = new Snapshot(mFirstSnapshot, 173 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 174 mSnapshot->fbo = getTargetFbo(); 175 mSaveCount = 1; 176 177 mSnapshot->setClip(left, top, right, bottom); 178 mDirtyClip = opaque; 179 180 syncState(); 181 182 if (!opaque) { 183 mCaches.enableScissor(); 184 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 185 glClear(GL_COLOR_BUFFER_BIT); 186 return DrawGlInfo::kStatusDrew; 187 } else { 188 mCaches.resetScissor(); 189 } 190 191 return DrawGlInfo::kStatusDone; 192} 193 194void OpenGLRenderer::syncState() { 195 glViewport(0, 0, mWidth, mHeight); 196 197 if (mCaches.blend) { 198 glEnable(GL_BLEND); 199 } else { 200 glDisable(GL_BLEND); 201 } 202} 203 204void OpenGLRenderer::finish() { 205#if DEBUG_OPENGL 206 GLenum status = GL_NO_ERROR; 207 while ((status = glGetError()) != GL_NO_ERROR) { 208 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 209 switch (status) { 210 case GL_INVALID_ENUM: 211 ALOGE(" GL_INVALID_ENUM"); 212 break; 213 case GL_INVALID_VALUE: 214 ALOGE(" GL_INVALID_VALUE"); 215 break; 216 case GL_INVALID_OPERATION: 217 ALOGE(" GL_INVALID_OPERATION"); 218 break; 219 case GL_OUT_OF_MEMORY: 220 ALOGE(" Out of memory!"); 221 break; 222 } 223 } 224#endif 225#if DEBUG_MEMORY_USAGE 226 mCaches.dumpMemoryUsage(); 227#else 228 if (mCaches.getDebugLevel() & kDebugMemory) { 229 mCaches.dumpMemoryUsage(); 230 } 231#endif 232} 233 234void OpenGLRenderer::interrupt() { 235 if (mCaches.currentProgram) { 236 if (mCaches.currentProgram->isInUse()) { 237 mCaches.currentProgram->remove(); 238 mCaches.currentProgram = NULL; 239 } 240 } 241 mCaches.unbindMeshBuffer(); 242 mCaches.unbindIndicesBuffer(); 243 mCaches.resetVertexPointers(); 244 mCaches.disbaleTexCoordsVertexArray(); 245} 246 247void OpenGLRenderer::resume() { 248 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 249 250 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 251 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 252 253 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 254 mCaches.enableScissor(); 255 mCaches.resetScissor(); 256 dirtyClip(); 257 258 mCaches.activeTexture(0); 259 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 260 261 mCaches.blend = true; 262 glEnable(GL_BLEND); 263 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 264 glBlendEquation(GL_FUNC_ADD); 265} 266 267void OpenGLRenderer::detachFunctor(Functor* functor) { 268 mFunctors.remove(functor); 269} 270 271void OpenGLRenderer::attachFunctor(Functor* functor) { 272 mFunctors.add(functor); 273} 274 275status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 276 status_t result = DrawGlInfo::kStatusDone; 277 size_t count = mFunctors.size(); 278 279 if (count > 0) { 280 SortedVector<Functor*> functors(mFunctors); 281 mFunctors.clear(); 282 283 DrawGlInfo info; 284 info.clipLeft = 0; 285 info.clipTop = 0; 286 info.clipRight = 0; 287 info.clipBottom = 0; 288 info.isLayer = false; 289 info.width = 0; 290 info.height = 0; 291 memset(info.transform, 0, sizeof(float) * 16); 292 293 for (size_t i = 0; i < count; i++) { 294 Functor* f = functors.itemAt(i); 295 result |= (*f)(DrawGlInfo::kModeProcess, &info); 296 297 if (result & DrawGlInfo::kStatusDraw) { 298 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 299 dirty.unionWith(localDirty); 300 } 301 302 if (result & DrawGlInfo::kStatusInvoke) { 303 mFunctors.add(f); 304 } 305 } 306 } 307 308 mCaches.activeTexture(0); 309 310 return result; 311} 312 313status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 314 interrupt(); 315 detachFunctor(functor); 316 317 mCaches.enableScissor(); 318 if (mDirtyClip) { 319 setScissorFromClip(); 320 } 321 322 Rect clip(*mSnapshot->clipRect); 323 clip.snapToPixelBoundaries(); 324 325 // Since we don't know what the functor will draw, let's dirty 326 // tne entire clip region 327 if (hasLayer()) { 328 dirtyLayerUnchecked(clip, getRegion()); 329 } 330 331 DrawGlInfo info; 332 info.clipLeft = clip.left; 333 info.clipTop = clip.top; 334 info.clipRight = clip.right; 335 info.clipBottom = clip.bottom; 336 info.isLayer = hasLayer(); 337 info.width = getSnapshot()->viewport.getWidth(); 338 info.height = getSnapshot()->height; 339 getSnapshot()->transform->copyTo(&info.transform[0]); 340 341 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew; 342 343 if (result != DrawGlInfo::kStatusDone) { 344 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 345 dirty.unionWith(localDirty); 346 347 if (result & DrawGlInfo::kStatusInvoke) { 348 mFunctors.add(functor); 349 } 350 } 351 352 resume(); 353 return result; 354} 355 356/////////////////////////////////////////////////////////////////////////////// 357// State management 358/////////////////////////////////////////////////////////////////////////////// 359 360int OpenGLRenderer::getSaveCount() const { 361 return mSaveCount; 362} 363 364int OpenGLRenderer::save(int flags) { 365 return saveSnapshot(flags); 366} 367 368void OpenGLRenderer::restore() { 369 if (mSaveCount > 1) { 370 restoreSnapshot(); 371 } 372} 373 374void OpenGLRenderer::restoreToCount(int saveCount) { 375 if (saveCount < 1) saveCount = 1; 376 377 while (mSaveCount > saveCount) { 378 restoreSnapshot(); 379 } 380} 381 382int OpenGLRenderer::saveSnapshot(int flags) { 383 mSnapshot = new Snapshot(mSnapshot, flags); 384 return mSaveCount++; 385} 386 387bool OpenGLRenderer::restoreSnapshot() { 388 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 389 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 390 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 391 392 sp<Snapshot> current = mSnapshot; 393 sp<Snapshot> previous = mSnapshot->previous; 394 395 if (restoreOrtho) { 396 Rect& r = previous->viewport; 397 glViewport(r.left, r.top, r.right, r.bottom); 398 mOrthoMatrix.load(current->orthoMatrix); 399 } 400 401 mSaveCount--; 402 mSnapshot = previous; 403 404 if (restoreClip) { 405 dirtyClip(); 406 } 407 408 if (restoreLayer) { 409 composeLayer(current, previous); 410 } 411 412 return restoreClip; 413} 414 415/////////////////////////////////////////////////////////////////////////////// 416// Layers 417/////////////////////////////////////////////////////////////////////////////// 418 419int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 420 SkPaint* p, int flags) { 421 const GLuint previousFbo = mSnapshot->fbo; 422 const int count = saveSnapshot(flags); 423 424 if (!mSnapshot->isIgnored()) { 425 int alpha = 255; 426 SkXfermode::Mode mode; 427 428 if (p) { 429 alpha = p->getAlpha(); 430 if (!mCaches.extensions.hasFramebufferFetch()) { 431 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 432 if (!isMode) { 433 // Assume SRC_OVER 434 mode = SkXfermode::kSrcOver_Mode; 435 } 436 } else { 437 mode = getXfermode(p->getXfermode()); 438 } 439 } else { 440 mode = SkXfermode::kSrcOver_Mode; 441 } 442 443 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 444 } 445 446 return count; 447} 448 449int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 450 int alpha, int flags) { 451 if (alpha >= 255) { 452 return saveLayer(left, top, right, bottom, NULL, flags); 453 } else { 454 SkPaint paint; 455 paint.setAlpha(alpha); 456 return saveLayer(left, top, right, bottom, &paint, flags); 457 } 458} 459 460/** 461 * Layers are viewed by Skia are slightly different than layers in image editing 462 * programs (for instance.) When a layer is created, previously created layers 463 * and the frame buffer still receive every drawing command. For instance, if a 464 * layer is created and a shape intersecting the bounds of the layers and the 465 * framebuffer is draw, the shape will be drawn on both (unless the layer was 466 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 467 * 468 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 469 * texture. Unfortunately, this is inefficient as it requires every primitive to 470 * be drawn n + 1 times, where n is the number of active layers. In practice this 471 * means, for every primitive: 472 * - Switch active frame buffer 473 * - Change viewport, clip and projection matrix 474 * - Issue the drawing 475 * 476 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 477 * To avoid this, layers are implemented in a different way here, at least in the 478 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 479 * is set. When this flag is set we can redirect all drawing operations into a 480 * single FBO. 481 * 482 * This implementation relies on the frame buffer being at least RGBA 8888. When 483 * a layer is created, only a texture is created, not an FBO. The content of the 484 * frame buffer contained within the layer's bounds is copied into this texture 485 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 486 * buffer and drawing continues as normal. This technique therefore treats the 487 * frame buffer as a scratch buffer for the layers. 488 * 489 * To compose the layers back onto the frame buffer, each layer texture 490 * (containing the original frame buffer data) is drawn as a simple quad over 491 * the frame buffer. The trick is that the quad is set as the composition 492 * destination in the blending equation, and the frame buffer becomes the source 493 * of the composition. 494 * 495 * Drawing layers with an alpha value requires an extra step before composition. 496 * An empty quad is drawn over the layer's region in the frame buffer. This quad 497 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 498 * quad is used to multiply the colors in the frame buffer. This is achieved by 499 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 500 * GL_ZERO, GL_SRC_ALPHA. 501 * 502 * Because glCopyTexImage2D() can be slow, an alternative implementation might 503 * be use to draw a single clipped layer. The implementation described above 504 * is correct in every case. 505 * 506 * (1) The frame buffer is actually not cleared right away. To allow the GPU 507 * to potentially optimize series of calls to glCopyTexImage2D, the frame 508 * buffer is left untouched until the first drawing operation. Only when 509 * something actually gets drawn are the layers regions cleared. 510 */ 511bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 512 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 513 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 514 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 515 516 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 517 518 // Window coordinates of the layer 519 Rect clip; 520 Rect bounds(left, top, right, bottom); 521 Rect untransformedBounds(bounds); 522 mSnapshot->transform->mapRect(bounds); 523 524 // Layers only make sense if they are in the framebuffer's bounds 525 if (bounds.intersect(*mSnapshot->clipRect)) { 526 // We cannot work with sub-pixels in this case 527 bounds.snapToPixelBoundaries(); 528 529 // When the layer is not an FBO, we may use glCopyTexImage so we 530 // need to make sure the layer does not extend outside the bounds 531 // of the framebuffer 532 if (!bounds.intersect(mSnapshot->previous->viewport)) { 533 bounds.setEmpty(); 534 } else if (fboLayer) { 535 clip.set(bounds); 536 mat4 inverse; 537 inverse.loadInverse(*mSnapshot->transform); 538 inverse.mapRect(clip); 539 clip.snapToPixelBoundaries(); 540 if (clip.intersect(untransformedBounds)) { 541 clip.translate(-left, -top); 542 bounds.set(untransformedBounds); 543 } else { 544 clip.setEmpty(); 545 } 546 } 547 } else { 548 bounds.setEmpty(); 549 } 550 551 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 552 bounds.getHeight() > mCaches.maxTextureSize || 553 (fboLayer && clip.isEmpty())) { 554 mSnapshot->empty = fboLayer; 555 } else { 556 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 557 } 558 559 // Bail out if we won't draw in this snapshot 560 if (mSnapshot->invisible || mSnapshot->empty) { 561 return false; 562 } 563 564 mCaches.activeTexture(0); 565 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 566 if (!layer) { 567 return false; 568 } 569 570 layer->setAlpha(alpha, mode); 571 layer->layer.set(bounds); 572 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 573 bounds.getWidth() / float(layer->getWidth()), 0.0f); 574 layer->setColorFilter(mColorFilter); 575 layer->setBlend(true); 576 577 // Save the layer in the snapshot 578 mSnapshot->flags |= Snapshot::kFlagIsLayer; 579 mSnapshot->layer = layer; 580 581 if (fboLayer) { 582 return createFboLayer(layer, bounds, clip, previousFbo); 583 } else { 584 // Copy the framebuffer into the layer 585 layer->bindTexture(); 586 if (!bounds.isEmpty()) { 587 if (layer->isEmpty()) { 588 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 589 bounds.left, mSnapshot->height - bounds.bottom, 590 layer->getWidth(), layer->getHeight(), 0); 591 layer->setEmpty(false); 592 } else { 593 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 594 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 595 } 596 597 // Enqueue the buffer coordinates to clear the corresponding region later 598 mLayers.push(new Rect(bounds)); 599 } 600 } 601 602 return true; 603} 604 605bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 606 layer->setFbo(mCaches.fboCache.get()); 607 608 mSnapshot->region = &mSnapshot->layer->region; 609 mSnapshot->flags |= Snapshot::kFlagFboTarget; 610 611 mSnapshot->flags |= Snapshot::kFlagIsFboLayer; 612 mSnapshot->fbo = layer->getFbo(); 613 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 614 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 615 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 616 mSnapshot->height = bounds.getHeight(); 617 mSnapshot->flags |= Snapshot::kFlagDirtyOrtho; 618 mSnapshot->orthoMatrix.load(mOrthoMatrix); 619 620 // Bind texture to FBO 621 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 622 layer->bindTexture(); 623 624 // Initialize the texture if needed 625 if (layer->isEmpty()) { 626 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 627 layer->setEmpty(false); 628 } 629 630 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 631 layer->getTexture(), 0); 632 633#if DEBUG_LAYERS_AS_REGIONS 634 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 635 if (status != GL_FRAMEBUFFER_COMPLETE) { 636 ALOGE("Framebuffer incomplete (GL error code 0x%x)", status); 637 638 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 639 layer->deleteTexture(); 640 mCaches.fboCache.put(layer->getFbo()); 641 642 delete layer; 643 644 return false; 645 } 646#endif 647 648 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 649 mCaches.enableScissor(); 650 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 651 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 652 glClear(GL_COLOR_BUFFER_BIT); 653 654 dirtyClip(); 655 656 // Change the ortho projection 657 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 658 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 659 660 return true; 661} 662 663/** 664 * Read the documentation of createLayer() before doing anything in this method. 665 */ 666void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 667 if (!current->layer) { 668 ALOGE("Attempting to compose a layer that does not exist"); 669 return; 670 } 671 672 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 673 674 if (fboLayer) { 675 // Detach the texture from the FBO 676 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 677 678 // Unbind current FBO and restore previous one 679 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 680 } 681 682 Layer* layer = current->layer; 683 const Rect& rect = layer->layer; 684 685 if (!fboLayer && layer->getAlpha() < 255) { 686 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 687 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 688 // Required below, composeLayerRect() will divide by 255 689 layer->setAlpha(255); 690 } 691 692 mCaches.unbindMeshBuffer(); 693 694 mCaches.activeTexture(0); 695 696 // When the layer is stored in an FBO, we can save a bit of fillrate by 697 // drawing only the dirty region 698 if (fboLayer) { 699 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 700 if (layer->getColorFilter()) { 701 setupColorFilter(layer->getColorFilter()); 702 } 703 composeLayerRegion(layer, rect); 704 if (layer->getColorFilter()) { 705 resetColorFilter(); 706 } 707 } else if (!rect.isEmpty()) { 708 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 709 composeLayerRect(layer, rect, true); 710 } 711 712 if (fboLayer) { 713 // Note: No need to use glDiscardFramebufferEXT() since we never 714 // create/compose layers that are not on screen with this 715 // code path 716 // See LayerRenderer::destroyLayer(Layer*) 717 718 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 719 mCaches.fboCache.put(current->fbo); 720 layer->setFbo(0); 721 } 722 723 dirtyClip(); 724 725 // Failing to add the layer to the cache should happen only if the layer is too large 726 if (!mCaches.layerCache.put(layer)) { 727 LAYER_LOGD("Deleting layer"); 728 layer->deleteTexture(); 729 delete layer; 730 } 731} 732 733void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 734 float alpha = layer->getAlpha() / 255.0f; 735 736 mat4& transform = layer->getTransform(); 737 if (!transform.isIdentity()) { 738 save(0); 739 mSnapshot->transform->multiply(transform); 740 } 741 742 setupDraw(); 743 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 744 setupDrawWithTexture(); 745 } else { 746 setupDrawWithExternalTexture(); 747 } 748 setupDrawTextureTransform(); 749 setupDrawColor(alpha, alpha, alpha, alpha); 750 setupDrawColorFilter(); 751 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 752 setupDrawProgram(); 753 setupDrawPureColorUniforms(); 754 setupDrawColorFilterUniforms(); 755 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 756 setupDrawTexture(layer->getTexture()); 757 } else { 758 setupDrawExternalTexture(layer->getTexture()); 759 } 760 if (mSnapshot->transform->isPureTranslate() && 761 layer->getWidth() == (uint32_t) rect.getWidth() && 762 layer->getHeight() == (uint32_t) rect.getHeight()) { 763 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 764 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 765 766 layer->setFilter(GL_NEAREST); 767 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 768 } else { 769 layer->setFilter(GL_LINEAR); 770 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 771 } 772 setupDrawTextureTransformUniforms(layer->getTexTransform()); 773 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 774 775 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 776 777 finishDrawTexture(); 778 779 if (!transform.isIdentity()) { 780 restore(); 781 } 782} 783 784void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 785 if (!layer->isTextureLayer()) { 786 const Rect& texCoords = layer->texCoords; 787 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 788 texCoords.right, texCoords.bottom); 789 790 float x = rect.left; 791 float y = rect.top; 792 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 793 layer->getWidth() == (uint32_t) rect.getWidth() && 794 layer->getHeight() == (uint32_t) rect.getHeight(); 795 796 if (simpleTransform) { 797 // When we're swapping, the layer is already in screen coordinates 798 if (!swap) { 799 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 800 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 801 } 802 803 layer->setFilter(GL_NEAREST, true); 804 } else { 805 layer->setFilter(GL_LINEAR, true); 806 } 807 808 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 809 layer->getTexture(), layer->getAlpha() / 255.0f, 810 layer->getMode(), layer->isBlend(), 811 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 812 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 813 814 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 815 } else { 816 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 817 drawTextureLayer(layer, rect); 818 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 819 } 820} 821 822void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 823 if (layer->region.isRect()) { 824 layer->setRegionAsRect(); 825 826 composeLayerRect(layer, layer->regionRect); 827 828 layer->region.clear(); 829 return; 830 } 831 832 // TODO: See LayerRenderer.cpp::generateMesh() for important 833 // information about this implementation 834 if (CC_LIKELY(!layer->region.isEmpty())) { 835 size_t count; 836 const android::Rect* rects = layer->region.getArray(&count); 837 838 const float alpha = layer->getAlpha() / 255.0f; 839 const float texX = 1.0f / float(layer->getWidth()); 840 const float texY = 1.0f / float(layer->getHeight()); 841 const float height = rect.getHeight(); 842 843 TextureVertex* mesh = mCaches.getRegionMesh(); 844 GLsizei numQuads = 0; 845 846 setupDraw(); 847 setupDrawWithTexture(); 848 setupDrawColor(alpha, alpha, alpha, alpha); 849 setupDrawColorFilter(); 850 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 851 setupDrawProgram(); 852 setupDrawDirtyRegionsDisabled(); 853 setupDrawPureColorUniforms(); 854 setupDrawColorFilterUniforms(); 855 setupDrawTexture(layer->getTexture()); 856 if (mSnapshot->transform->isPureTranslate()) { 857 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 858 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 859 860 layer->setFilter(GL_NEAREST); 861 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 862 } else { 863 layer->setFilter(GL_LINEAR); 864 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 865 } 866 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 867 868 for (size_t i = 0; i < count; i++) { 869 const android::Rect* r = &rects[i]; 870 871 const float u1 = r->left * texX; 872 const float v1 = (height - r->top) * texY; 873 const float u2 = r->right * texX; 874 const float v2 = (height - r->bottom) * texY; 875 876 // TODO: Reject quads outside of the clip 877 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 878 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 879 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 880 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 881 882 numQuads++; 883 884 if (numQuads >= REGION_MESH_QUAD_COUNT) { 885 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 886 numQuads = 0; 887 mesh = mCaches.getRegionMesh(); 888 } 889 } 890 891 if (numQuads > 0) { 892 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 893 } 894 895 finishDrawTexture(); 896 897#if DEBUG_LAYERS_AS_REGIONS 898 drawRegionRects(layer->region); 899#endif 900 901 layer->region.clear(); 902 } 903} 904 905void OpenGLRenderer::drawRegionRects(const Region& region) { 906#if DEBUG_LAYERS_AS_REGIONS 907 size_t count; 908 const android::Rect* rects = region.getArray(&count); 909 910 uint32_t colors[] = { 911 0x7fff0000, 0x7f00ff00, 912 0x7f0000ff, 0x7fff00ff, 913 }; 914 915 int offset = 0; 916 int32_t top = rects[0].top; 917 918 for (size_t i = 0; i < count; i++) { 919 if (top != rects[i].top) { 920 offset ^= 0x2; 921 top = rects[i].top; 922 } 923 924 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 925 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 926 SkXfermode::kSrcOver_Mode); 927 } 928#endif 929} 930 931void OpenGLRenderer::dirtyLayer(const float left, const float top, 932 const float right, const float bottom, const mat4 transform) { 933 if (hasLayer()) { 934 Rect bounds(left, top, right, bottom); 935 transform.mapRect(bounds); 936 dirtyLayerUnchecked(bounds, getRegion()); 937 } 938} 939 940void OpenGLRenderer::dirtyLayer(const float left, const float top, 941 const float right, const float bottom) { 942 if (hasLayer()) { 943 Rect bounds(left, top, right, bottom); 944 dirtyLayerUnchecked(bounds, getRegion()); 945 } 946} 947 948void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 949 if (bounds.intersect(*mSnapshot->clipRect)) { 950 bounds.snapToPixelBoundaries(); 951 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 952 if (!dirty.isEmpty()) { 953 region->orSelf(dirty); 954 } 955 } 956} 957 958void OpenGLRenderer::clearLayerRegions() { 959 const size_t count = mLayers.size(); 960 if (count == 0) return; 961 962 if (!mSnapshot->isIgnored()) { 963 // Doing several glScissor/glClear here can negatively impact 964 // GPUs with a tiler architecture, instead we draw quads with 965 // the Clear blending mode 966 967 // The list contains bounds that have already been clipped 968 // against their initial clip rect, and the current clip 969 // is likely different so we need to disable clipping here 970 bool scissorChanged = mCaches.disableScissor(); 971 972 Vertex mesh[count * 6]; 973 Vertex* vertex = mesh; 974 975 for (uint32_t i = 0; i < count; i++) { 976 Rect* bounds = mLayers.itemAt(i); 977 978 Vertex::set(vertex++, bounds->left, bounds->bottom); 979 Vertex::set(vertex++, bounds->left, bounds->top); 980 Vertex::set(vertex++, bounds->right, bounds->top); 981 Vertex::set(vertex++, bounds->left, bounds->bottom); 982 Vertex::set(vertex++, bounds->right, bounds->top); 983 Vertex::set(vertex++, bounds->right, bounds->bottom); 984 985 delete bounds; 986 } 987 988 setupDraw(false); 989 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 990 setupDrawBlending(true, SkXfermode::kClear_Mode); 991 setupDrawProgram(); 992 setupDrawPureColorUniforms(); 993 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 994 setupDrawVertices(&mesh[0].position[0]); 995 996 glDrawArrays(GL_TRIANGLES, 0, count * 6); 997 998 if (scissorChanged) mCaches.enableScissor(); 999 } else { 1000 for (uint32_t i = 0; i < count; i++) { 1001 delete mLayers.itemAt(i); 1002 } 1003 } 1004 1005 mLayers.clear(); 1006} 1007 1008/////////////////////////////////////////////////////////////////////////////// 1009// Transforms 1010/////////////////////////////////////////////////////////////////////////////// 1011 1012void OpenGLRenderer::translate(float dx, float dy) { 1013 mSnapshot->transform->translate(dx, dy, 0.0f); 1014} 1015 1016void OpenGLRenderer::rotate(float degrees) { 1017 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 1018} 1019 1020void OpenGLRenderer::scale(float sx, float sy) { 1021 mSnapshot->transform->scale(sx, sy, 1.0f); 1022} 1023 1024void OpenGLRenderer::skew(float sx, float sy) { 1025 mSnapshot->transform->skew(sx, sy); 1026} 1027 1028void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1029 if (matrix) { 1030 mSnapshot->transform->load(*matrix); 1031 } else { 1032 mSnapshot->transform->loadIdentity(); 1033 } 1034} 1035 1036void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1037 mSnapshot->transform->copyTo(*matrix); 1038} 1039 1040void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1041 SkMatrix transform; 1042 mSnapshot->transform->copyTo(transform); 1043 transform.preConcat(*matrix); 1044 mSnapshot->transform->load(transform); 1045} 1046 1047/////////////////////////////////////////////////////////////////////////////// 1048// Clipping 1049/////////////////////////////////////////////////////////////////////////////// 1050 1051void OpenGLRenderer::setScissorFromClip() { 1052 Rect clip(*mSnapshot->clipRect); 1053 clip.snapToPixelBoundaries(); 1054 1055 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1056 clip.getWidth(), clip.getHeight())) { 1057 mDirtyClip = false; 1058 } 1059} 1060 1061const Rect& OpenGLRenderer::getClipBounds() { 1062 return mSnapshot->getLocalClip(); 1063} 1064 1065bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) { 1066 if (mSnapshot->isIgnored()) { 1067 return true; 1068 } 1069 1070 Rect r(left, top, right, bottom); 1071 mSnapshot->transform->mapRect(r); 1072 r.snapToPixelBoundaries(); 1073 1074 Rect clipRect(*mSnapshot->clipRect); 1075 clipRect.snapToPixelBoundaries(); 1076 1077 return !clipRect.intersects(r); 1078} 1079 1080bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1081 if (mSnapshot->isIgnored()) { 1082 return true; 1083 } 1084 1085 Rect r(left, top, right, bottom); 1086 mSnapshot->transform->mapRect(r); 1087 r.snapToPixelBoundaries(); 1088 1089 Rect clipRect(*mSnapshot->clipRect); 1090 clipRect.snapToPixelBoundaries(); 1091 1092 bool rejected = !clipRect.intersects(r); 1093 if (!isDeferred() && !rejected) { 1094 mCaches.setScissorEnabled(!clipRect.contains(r)); 1095 } 1096 1097 return rejected; 1098} 1099 1100bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1101 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1102 if (clipped) { 1103 dirtyClip(); 1104 } 1105 return !mSnapshot->clipRect->isEmpty(); 1106} 1107 1108Rect* OpenGLRenderer::getClipRect() { 1109 return mSnapshot->clipRect; 1110} 1111 1112/////////////////////////////////////////////////////////////////////////////// 1113// Drawing commands 1114/////////////////////////////////////////////////////////////////////////////// 1115 1116void OpenGLRenderer::setupDraw(bool clear) { 1117 // TODO: It would be best if we could do this before quickReject() 1118 // changes the scissor test state 1119 if (clear) clearLayerRegions(); 1120 if (mDirtyClip) { 1121 setScissorFromClip(); 1122 } 1123 mDescription.reset(); 1124 mSetShaderColor = false; 1125 mColorSet = false; 1126 mColorA = mColorR = mColorG = mColorB = 0.0f; 1127 mTextureUnit = 0; 1128 mTrackDirtyRegions = true; 1129} 1130 1131void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1132 mDescription.hasTexture = true; 1133 mDescription.hasAlpha8Texture = isAlpha8; 1134} 1135 1136void OpenGLRenderer::setupDrawWithExternalTexture() { 1137 mDescription.hasExternalTexture = true; 1138} 1139 1140void OpenGLRenderer::setupDrawNoTexture() { 1141 mCaches.disbaleTexCoordsVertexArray(); 1142} 1143 1144void OpenGLRenderer::setupDrawAALine() { 1145 mDescription.isAA = true; 1146} 1147 1148void OpenGLRenderer::setupDrawPoint(float pointSize) { 1149 mDescription.isPoint = true; 1150 mDescription.pointSize = pointSize; 1151} 1152 1153void OpenGLRenderer::setupDrawColor(int color) { 1154 setupDrawColor(color, (color >> 24) & 0xFF); 1155} 1156 1157void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1158 mColorA = alpha / 255.0f; 1159 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1160 // the rgb values by a instead of also dividing by 255 1161 const float a = mColorA / 255.0f; 1162 mColorR = a * ((color >> 16) & 0xFF); 1163 mColorG = a * ((color >> 8) & 0xFF); 1164 mColorB = a * ((color ) & 0xFF); 1165 mColorSet = true; 1166 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1167} 1168 1169void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1170 mColorA = alpha / 255.0f; 1171 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1172 // the rgb values by a instead of also dividing by 255 1173 const float a = mColorA / 255.0f; 1174 mColorR = a * ((color >> 16) & 0xFF); 1175 mColorG = a * ((color >> 8) & 0xFF); 1176 mColorB = a * ((color ) & 0xFF); 1177 mColorSet = true; 1178 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1179} 1180 1181void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1182 mCaches.fontRenderer->describe(mDescription, paint); 1183} 1184 1185void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1186 mColorA = a; 1187 mColorR = r; 1188 mColorG = g; 1189 mColorB = b; 1190 mColorSet = true; 1191 mSetShaderColor = mDescription.setColor(r, g, b, a); 1192} 1193 1194void OpenGLRenderer::setupDrawShader() { 1195 if (mShader) { 1196 mShader->describe(mDescription, mCaches.extensions); 1197 } 1198} 1199 1200void OpenGLRenderer::setupDrawColorFilter() { 1201 if (mColorFilter) { 1202 mColorFilter->describe(mDescription, mCaches.extensions); 1203 } 1204} 1205 1206void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1207 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1208 mColorA = 1.0f; 1209 mColorR = mColorG = mColorB = 0.0f; 1210 mSetShaderColor = mDescription.modulate = true; 1211 } 1212} 1213 1214void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1215 // When the blending mode is kClear_Mode, we need to use a modulate color 1216 // argb=1,0,0,0 1217 accountForClear(mode); 1218 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1219 mDescription, swapSrcDst); 1220} 1221 1222void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1223 // When the blending mode is kClear_Mode, we need to use a modulate color 1224 // argb=1,0,0,0 1225 accountForClear(mode); 1226 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1227 mDescription, swapSrcDst); 1228} 1229 1230void OpenGLRenderer::setupDrawProgram() { 1231 useProgram(mCaches.programCache.get(mDescription)); 1232} 1233 1234void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1235 mTrackDirtyRegions = false; 1236} 1237 1238void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1239 bool ignoreTransform) { 1240 mModelView.loadTranslate(left, top, 0.0f); 1241 if (!ignoreTransform) { 1242 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1243 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1244 } else { 1245 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1246 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1247 } 1248} 1249 1250void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1251 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1252} 1253 1254void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1255 bool ignoreTransform, bool ignoreModelView) { 1256 if (!ignoreModelView) { 1257 mModelView.loadTranslate(left, top, 0.0f); 1258 mModelView.scale(right - left, bottom - top, 1.0f); 1259 } else { 1260 mModelView.loadIdentity(); 1261 } 1262 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1263 if (!ignoreTransform) { 1264 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1265 if (mTrackDirtyRegions && dirty) { 1266 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1267 } 1268 } else { 1269 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1270 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1271 } 1272} 1273 1274void OpenGLRenderer::setupDrawPointUniforms() { 1275 int slot = mCaches.currentProgram->getUniform("pointSize"); 1276 glUniform1f(slot, mDescription.pointSize); 1277} 1278 1279void OpenGLRenderer::setupDrawColorUniforms() { 1280 if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) { 1281 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1282 } 1283} 1284 1285void OpenGLRenderer::setupDrawPureColorUniforms() { 1286 if (mSetShaderColor) { 1287 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1288 } 1289} 1290 1291void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1292 if (mShader) { 1293 if (ignoreTransform) { 1294 mModelView.loadInverse(*mSnapshot->transform); 1295 } 1296 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1297 } 1298} 1299 1300void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1301 if (mShader) { 1302 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1303 } 1304} 1305 1306void OpenGLRenderer::setupDrawColorFilterUniforms() { 1307 if (mColorFilter) { 1308 mColorFilter->setupProgram(mCaches.currentProgram); 1309 } 1310} 1311 1312void OpenGLRenderer::setupDrawTextGammaUniforms() { 1313 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1314} 1315 1316void OpenGLRenderer::setupDrawSimpleMesh() { 1317 bool force = mCaches.bindMeshBuffer(); 1318 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0); 1319 mCaches.unbindIndicesBuffer(); 1320} 1321 1322void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1323 bindTexture(texture); 1324 mTextureUnit++; 1325 mCaches.enableTexCoordsVertexArray(); 1326} 1327 1328void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1329 bindExternalTexture(texture); 1330 mTextureUnit++; 1331 mCaches.enableTexCoordsVertexArray(); 1332} 1333 1334void OpenGLRenderer::setupDrawTextureTransform() { 1335 mDescription.hasTextureTransform = true; 1336} 1337 1338void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1339 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1340 GL_FALSE, &transform.data[0]); 1341} 1342 1343void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1344 bool force = false; 1345 if (!vertices) { 1346 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1347 } else { 1348 force = mCaches.unbindMeshBuffer(); 1349 } 1350 1351 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1352 if (mCaches.currentProgram->texCoords >= 0) { 1353 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1354 } 1355 1356 mCaches.unbindIndicesBuffer(); 1357} 1358 1359void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1360 bool force = mCaches.unbindMeshBuffer(); 1361 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1362 if (mCaches.currentProgram->texCoords >= 0) { 1363 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1364 } 1365} 1366 1367void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1368 bool force = mCaches.unbindMeshBuffer(); 1369 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1370 vertices, gVertexStride); 1371 mCaches.unbindIndicesBuffer(); 1372} 1373 1374/** 1375 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1376 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1377 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1378 * attributes (one per vertex) are values from zero to one that tells the fragment 1379 * shader where the fragment is in relation to the line width/length overall; these values are 1380 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1381 * region of the line. 1382 * Note that we only pass down the width values in this setup function. The length coordinates 1383 * are set up for each individual segment. 1384 */ 1385void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1386 GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) { 1387 bool force = mCaches.unbindMeshBuffer(); 1388 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1389 vertices, gAAVertexStride); 1390 mCaches.resetTexCoordsVertexPointer(); 1391 mCaches.unbindIndicesBuffer(); 1392 1393 widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1394 glEnableVertexAttribArray(widthSlot); 1395 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1396 1397 lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1398 glEnableVertexAttribArray(lengthSlot); 1399 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1400 1401 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1402 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1403 1404 // Setting the inverse value saves computations per-fragment in the shader 1405 int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1406 glUniform1f(inverseBoundaryWidthSlot, 1.0f / boundaryWidthProportion); 1407} 1408 1409void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) { 1410 glDisableVertexAttribArray(widthSlot); 1411 glDisableVertexAttribArray(lengthSlot); 1412} 1413 1414void OpenGLRenderer::finishDrawTexture() { 1415} 1416 1417/////////////////////////////////////////////////////////////////////////////// 1418// Drawing 1419/////////////////////////////////////////////////////////////////////////////// 1420 1421status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, 1422 Rect& dirty, int32_t flags, uint32_t level) { 1423 1424 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1425 // will be performed by the display list itself 1426 if (displayList && displayList->isRenderable()) { 1427 return displayList->replay(*this, dirty, flags, level); 1428 } 1429 1430 return DrawGlInfo::kStatusDone; 1431} 1432 1433void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1434 if (displayList) { 1435 displayList->output(*this, level); 1436 } 1437} 1438 1439void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1440 int alpha; 1441 SkXfermode::Mode mode; 1442 getAlphaAndMode(paint, &alpha, &mode); 1443 1444 float x = left; 1445 float y = top; 1446 1447 GLenum filter = GL_LINEAR; 1448 bool ignoreTransform = false; 1449 if (mSnapshot->transform->isPureTranslate()) { 1450 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1451 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1452 ignoreTransform = true; 1453 filter = GL_NEAREST; 1454 } else { 1455 filter = FILTER(paint); 1456 } 1457 1458 setupDraw(); 1459 setupDrawWithTexture(true); 1460 if (paint) { 1461 setupDrawAlpha8Color(paint->getColor(), alpha); 1462 } 1463 setupDrawColorFilter(); 1464 setupDrawShader(); 1465 setupDrawBlending(true, mode); 1466 setupDrawProgram(); 1467 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1468 1469 setupDrawTexture(texture->id); 1470 texture->setWrap(GL_CLAMP_TO_EDGE); 1471 texture->setFilter(filter); 1472 1473 setupDrawPureColorUniforms(); 1474 setupDrawColorFilterUniforms(); 1475 setupDrawShaderUniforms(); 1476 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1477 1478 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1479 1480 finishDrawTexture(); 1481} 1482 1483status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1484 const float right = left + bitmap->width(); 1485 const float bottom = top + bitmap->height(); 1486 1487 if (quickReject(left, top, right, bottom)) { 1488 return DrawGlInfo::kStatusDone; 1489 } 1490 1491 mCaches.activeTexture(0); 1492 Texture* texture = mCaches.textureCache.get(bitmap); 1493 if (!texture) return DrawGlInfo::kStatusDone; 1494 const AutoTexture autoCleanup(texture); 1495 1496 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1497 drawAlphaBitmap(texture, left, top, paint); 1498 } else { 1499 drawTextureRect(left, top, right, bottom, texture, paint); 1500 } 1501 1502 return DrawGlInfo::kStatusDrew; 1503} 1504 1505status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1506 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1507 const mat4 transform(*matrix); 1508 transform.mapRect(r); 1509 1510 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1511 return DrawGlInfo::kStatusDone; 1512 } 1513 1514 mCaches.activeTexture(0); 1515 Texture* texture = mCaches.textureCache.get(bitmap); 1516 if (!texture) return DrawGlInfo::kStatusDone; 1517 const AutoTexture autoCleanup(texture); 1518 1519 // This could be done in a cheaper way, all we need is pass the matrix 1520 // to the vertex shader. The save/restore is a bit overkill. 1521 save(SkCanvas::kMatrix_SaveFlag); 1522 concatMatrix(matrix); 1523 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1524 restore(); 1525 1526 return DrawGlInfo::kStatusDrew; 1527} 1528 1529status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1530 const float right = left + bitmap->width(); 1531 const float bottom = top + bitmap->height(); 1532 1533 if (quickReject(left, top, right, bottom)) { 1534 return DrawGlInfo::kStatusDone; 1535 } 1536 1537 mCaches.activeTexture(0); 1538 Texture* texture = mCaches.textureCache.getTransient(bitmap); 1539 const AutoTexture autoCleanup(texture); 1540 1541 drawTextureRect(left, top, right, bottom, texture, paint); 1542 1543 return DrawGlInfo::kStatusDrew; 1544} 1545 1546status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1547 float* vertices, int* colors, SkPaint* paint) { 1548 // TODO: Do a quickReject 1549 if (!vertices || mSnapshot->isIgnored()) { 1550 return DrawGlInfo::kStatusDone; 1551 } 1552 1553 mCaches.activeTexture(0); 1554 Texture* texture = mCaches.textureCache.get(bitmap); 1555 if (!texture) return DrawGlInfo::kStatusDone; 1556 const AutoTexture autoCleanup(texture); 1557 1558 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1559 texture->setFilter(FILTER(paint), true); 1560 1561 int alpha; 1562 SkXfermode::Mode mode; 1563 getAlphaAndMode(paint, &alpha, &mode); 1564 1565 const uint32_t count = meshWidth * meshHeight * 6; 1566 1567 float left = FLT_MAX; 1568 float top = FLT_MAX; 1569 float right = FLT_MIN; 1570 float bottom = FLT_MIN; 1571 1572 const bool hasActiveLayer = hasLayer(); 1573 1574 // TODO: Support the colors array 1575 TextureVertex mesh[count]; 1576 TextureVertex* vertex = mesh; 1577 for (int32_t y = 0; y < meshHeight; y++) { 1578 for (int32_t x = 0; x < meshWidth; x++) { 1579 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1580 1581 float u1 = float(x) / meshWidth; 1582 float u2 = float(x + 1) / meshWidth; 1583 float v1 = float(y) / meshHeight; 1584 float v2 = float(y + 1) / meshHeight; 1585 1586 int ax = i + (meshWidth + 1) * 2; 1587 int ay = ax + 1; 1588 int bx = i; 1589 int by = bx + 1; 1590 int cx = i + 2; 1591 int cy = cx + 1; 1592 int dx = i + (meshWidth + 1) * 2 + 2; 1593 int dy = dx + 1; 1594 1595 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1596 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1597 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1598 1599 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1600 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1601 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1602 1603 if (hasActiveLayer) { 1604 // TODO: This could be optimized to avoid unnecessary ops 1605 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1606 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1607 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1608 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1609 } 1610 } 1611 } 1612 1613 if (hasActiveLayer) { 1614 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1615 } 1616 1617 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1618 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1619 GL_TRIANGLES, count, false, false, 0, false, false); 1620 1621 return DrawGlInfo::kStatusDrew; 1622} 1623 1624status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1625 float srcLeft, float srcTop, float srcRight, float srcBottom, 1626 float dstLeft, float dstTop, float dstRight, float dstBottom, 1627 SkPaint* paint) { 1628 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1629 return DrawGlInfo::kStatusDone; 1630 } 1631 1632 mCaches.activeTexture(0); 1633 Texture* texture = mCaches.textureCache.get(bitmap); 1634 if (!texture) return DrawGlInfo::kStatusDone; 1635 const AutoTexture autoCleanup(texture); 1636 1637 const float width = texture->width; 1638 const float height = texture->height; 1639 1640 const float u1 = fmax(0.0f, srcLeft / width); 1641 const float v1 = fmax(0.0f, srcTop / height); 1642 const float u2 = fmin(1.0f, srcRight / width); 1643 const float v2 = fmin(1.0f, srcBottom / height); 1644 1645 mCaches.unbindMeshBuffer(); 1646 resetDrawTextureTexCoords(u1, v1, u2, v2); 1647 1648 int alpha; 1649 SkXfermode::Mode mode; 1650 getAlphaAndMode(paint, &alpha, &mode); 1651 1652 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1653 1654 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 1655 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1656 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1657 1658 GLenum filter = GL_NEAREST; 1659 // Enable linear filtering if the source rectangle is scaled 1660 if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) { 1661 filter = FILTER(paint); 1662 } 1663 1664 texture->setFilter(filter, true); 1665 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1666 texture->id, alpha / 255.0f, mode, texture->blend, 1667 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1668 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1669 } else { 1670 texture->setFilter(FILTER(paint), true); 1671 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1672 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1673 GL_TRIANGLE_STRIP, gMeshCount); 1674 } 1675 1676 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1677 1678 return DrawGlInfo::kStatusDrew; 1679} 1680 1681status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1682 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1683 float left, float top, float right, float bottom, SkPaint* paint) { 1684 int alpha; 1685 SkXfermode::Mode mode; 1686 getAlphaAndModeDirect(paint, &alpha, &mode); 1687 1688 return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors, 1689 left, top, right, bottom, alpha, mode); 1690} 1691 1692status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1693 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1694 float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) { 1695 if (quickReject(left, top, right, bottom)) { 1696 return DrawGlInfo::kStatusDone; 1697 } 1698 1699 alpha *= mSnapshot->alpha; 1700 1701 mCaches.activeTexture(0); 1702 Texture* texture = mCaches.textureCache.get(bitmap); 1703 if (!texture) return DrawGlInfo::kStatusDone; 1704 const AutoTexture autoCleanup(texture); 1705 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1706 texture->setFilter(GL_LINEAR, true); 1707 1708 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1709 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1710 1711 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 1712 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1713 // Mark the current layer dirty where we are going to draw the patch 1714 if (hasLayer() && mesh->hasEmptyQuads) { 1715 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1716 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1717 const size_t count = mesh->quads.size(); 1718 for (size_t i = 0; i < count; i++) { 1719 const Rect& bounds = mesh->quads.itemAt(i); 1720 if (CC_LIKELY(pureTranslate)) { 1721 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1722 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1723 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1724 } else { 1725 dirtyLayer(left + bounds.left, top + bounds.top, 1726 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1727 } 1728 } 1729 } 1730 1731 if (CC_LIKELY(pureTranslate)) { 1732 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1733 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1734 1735 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1736 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1737 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1738 true, !mesh->hasEmptyQuads); 1739 } else { 1740 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1741 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1742 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1743 true, !mesh->hasEmptyQuads); 1744 } 1745 } 1746 1747 return DrawGlInfo::kStatusDrew; 1748} 1749 1750/** 1751 * This function uses a similar approach to that of AA lines in the drawLines() function. 1752 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment 1753 * shader to compute the translucency of the color, determined by whether a given pixel is 1754 * within that boundary region and how far into the region it is. 1755 */ 1756void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom, 1757 int color, SkXfermode::Mode mode) { 1758 float inverseScaleX = 1.0f; 1759 float inverseScaleY = 1.0f; 1760 1761 // The quad that we use needs to account for scaling. 1762 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 1763 Matrix4 *mat = mSnapshot->transform; 1764 float m00 = mat->data[Matrix4::kScaleX]; 1765 float m01 = mat->data[Matrix4::kSkewY]; 1766 float m02 = mat->data[2]; 1767 float m10 = mat->data[Matrix4::kSkewX]; 1768 float m11 = mat->data[Matrix4::kScaleX]; 1769 float m12 = mat->data[6]; 1770 float scaleX = sqrt(m00 * m00 + m01 * m01); 1771 float scaleY = sqrt(m10 * m10 + m11 * m11); 1772 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1773 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1774 } 1775 1776 float boundarySizeX = .5 * inverseScaleX; 1777 float boundarySizeY = .5 * inverseScaleY; 1778 1779 // Adjust the rect by the AA boundary padding 1780 left -= boundarySizeX; 1781 right += boundarySizeX; 1782 top -= boundarySizeY; 1783 bottom += boundarySizeY; 1784 1785 if (!quickReject(left, top, right, bottom)) { 1786 setupDraw(); 1787 setupDrawNoTexture(); 1788 setupDrawAALine(); 1789 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 1790 setupDrawColorFilter(); 1791 setupDrawShader(); 1792 setupDrawBlending(true, mode); 1793 setupDrawProgram(); 1794 setupDrawModelViewIdentity(true); 1795 setupDrawColorUniforms(); 1796 setupDrawColorFilterUniforms(); 1797 setupDrawShaderIdentityUniforms(); 1798 1799 AAVertex rects[4]; 1800 AAVertex* aaVertices = &rects[0]; 1801 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1802 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1803 1804 int widthSlot; 1805 int lengthSlot; 1806 1807 float width = right - left; 1808 float height = bottom - top; 1809 1810 float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0; 1811 float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0; 1812 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, 1813 boundaryWidthProportion, widthSlot, lengthSlot); 1814 1815 int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1816 int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1817 glUniform1f(boundaryLengthSlot, boundaryHeightProportion); 1818 glUniform1f(inverseBoundaryLengthSlot, (1.0f / boundaryHeightProportion)); 1819 1820 AAVertex::set(aaVertices++, left, bottom, 1, 1); 1821 AAVertex::set(aaVertices++, left, top, 1, 0); 1822 AAVertex::set(aaVertices++, right, bottom, 0, 1); 1823 AAVertex::set(aaVertices++, right, top, 0, 0); 1824 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1825 1826 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 1827 1828 finishDrawAALine(widthSlot, lengthSlot); 1829 } 1830} 1831 1832/** 1833 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1834 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1835 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1836 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 1837 * of the line. Hairlines are more involved because we need to account for transform scaling 1838 * to end up with a one-pixel-wide line in screen space.. 1839 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 1840 * in combination with values that we calculate and pass down in this method. The basic approach 1841 * is that the quad we create contains both the core line area plus a bounding area in which 1842 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 1843 * proportion of the width and the length of a given segment is represented by the boundary 1844 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 1845 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 1846 * on the inside). This ends up giving the result we want, with pixels that are completely 1847 * 'inside' the line area being filled opaquely and the other pixels being filled according to 1848 * how far into the boundary region they are, which is determined by shader interpolation. 1849 */ 1850status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1851 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 1852 1853 const bool isAA = paint->isAntiAlias(); 1854 // We use half the stroke width here because we're going to position the quad 1855 // corner vertices half of the width away from the line endpoints 1856 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 1857 // A stroke width of 0 has a special meaning in Skia: 1858 // it draws a line 1 px wide regardless of current transform 1859 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1860 1861 float inverseScaleX = 1.0f; 1862 float inverseScaleY = 1.0f; 1863 bool scaled = false; 1864 1865 int alpha; 1866 SkXfermode::Mode mode; 1867 1868 int generatedVerticesCount = 0; 1869 int verticesCount = count; 1870 if (count > 4) { 1871 // Polyline: account for extra vertices needed for continuous tri-strip 1872 verticesCount += (count - 4); 1873 } 1874 1875 if (isHairLine || isAA) { 1876 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 1877 // the line on the screen should always be one pixel wide regardless of scale. For 1878 // AA lines, we only want one pixel of translucent boundary around the quad. 1879 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 1880 Matrix4 *mat = mSnapshot->transform; 1881 float m00 = mat->data[Matrix4::kScaleX]; 1882 float m01 = mat->data[Matrix4::kSkewY]; 1883 float m02 = mat->data[2]; 1884 float m10 = mat->data[Matrix4::kSkewX]; 1885 float m11 = mat->data[Matrix4::kScaleX]; 1886 float m12 = mat->data[6]; 1887 1888 float scaleX = sqrtf(m00 * m00 + m01 * m01); 1889 float scaleY = sqrtf(m10 * m10 + m11 * m11); 1890 1891 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1892 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1893 1894 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 1895 scaled = true; 1896 } 1897 } 1898 } 1899 1900 getAlphaAndMode(paint, &alpha, &mode); 1901 1902 mCaches.enableScissor(); 1903 1904 setupDraw(); 1905 setupDrawNoTexture(); 1906 if (isAA) { 1907 setupDrawAALine(); 1908 } 1909 setupDrawColor(paint->getColor(), alpha); 1910 setupDrawColorFilter(); 1911 setupDrawShader(); 1912 setupDrawBlending(isAA, mode); 1913 setupDrawProgram(); 1914 setupDrawModelViewIdentity(true); 1915 setupDrawColorUniforms(); 1916 setupDrawColorFilterUniforms(); 1917 setupDrawShaderIdentityUniforms(); 1918 1919 if (isHairLine) { 1920 // Set a real stroke width to be used in quad construction 1921 halfStrokeWidth = isAA? 1 : .5; 1922 } else if (isAA && !scaled) { 1923 // Expand boundary to enable AA calculations on the quad border 1924 halfStrokeWidth += .5f; 1925 } 1926 1927 int widthSlot; 1928 int lengthSlot; 1929 1930 Vertex lines[verticesCount]; 1931 Vertex* vertices = &lines[0]; 1932 1933 AAVertex wLines[verticesCount]; 1934 AAVertex* aaVertices = &wLines[0]; 1935 1936 if (CC_UNLIKELY(!isAA)) { 1937 setupDrawVertices(vertices); 1938 } else { 1939 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1940 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1941 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 1942 // AA stroke width (the base stroke width expanded by a half pixel on either side). 1943 // This value is used in the fragment shader to determine how to fill fragments. 1944 // We will need to calculate the actual width proportion on each segment for 1945 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 1946 float boundaryWidthProportion = 1 / (2 * halfStrokeWidth); 1947 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, 1948 boundaryWidthProportion, widthSlot, lengthSlot); 1949 } 1950 1951 AAVertex* prevAAVertex = NULL; 1952 Vertex* prevVertex = NULL; 1953 1954 int boundaryLengthSlot = -1; 1955 int inverseBoundaryLengthSlot = -1; 1956 int boundaryWidthSlot = -1; 1957 int inverseBoundaryWidthSlot = -1; 1958 1959 for (int i = 0; i < count; i += 4) { 1960 // a = start point, b = end point 1961 vec2 a(points[i], points[i + 1]); 1962 vec2 b(points[i + 2], points[i + 3]); 1963 1964 float length = 0; 1965 float boundaryLengthProportion = 0; 1966 float boundaryWidthProportion = 0; 1967 1968 // Find the normal to the line 1969 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 1970 if (isHairLine) { 1971 if (isAA) { 1972 float wideningFactor; 1973 if (fabs(n.x) >= fabs(n.y)) { 1974 wideningFactor = fabs(1.0f / n.x); 1975 } else { 1976 wideningFactor = fabs(1.0f / n.y); 1977 } 1978 n *= wideningFactor; 1979 } 1980 1981 if (scaled) { 1982 n.x *= inverseScaleX; 1983 n.y *= inverseScaleY; 1984 } 1985 } else if (scaled) { 1986 // Extend n by .5 pixel on each side, post-transform 1987 vec2 extendedN = n.copyNormalized(); 1988 extendedN /= 2; 1989 extendedN.x *= inverseScaleX; 1990 extendedN.y *= inverseScaleY; 1991 1992 float extendedNLength = extendedN.length(); 1993 // We need to set this value on the shader prior to drawing 1994 boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength); 1995 n += extendedN; 1996 } 1997 1998 float x = n.x; 1999 n.x = -n.y; 2000 n.y = x; 2001 2002 // aa lines expand the endpoint vertices to encompass the AA boundary 2003 if (isAA) { 2004 vec2 abVector = (b - a); 2005 length = abVector.length(); 2006 abVector.normalize(); 2007 2008 if (scaled) { 2009 abVector.x *= inverseScaleX; 2010 abVector.y *= inverseScaleY; 2011 float abLength = abVector.length(); 2012 boundaryLengthProportion = abLength / (length + abLength); 2013 } else { 2014 boundaryLengthProportion = .5 / (length + 1); 2015 } 2016 2017 abVector /= 2; 2018 a -= abVector; 2019 b += abVector; 2020 } 2021 2022 // Four corners of the rectangle defining a thick line 2023 vec2 p1 = a - n; 2024 vec2 p2 = a + n; 2025 vec2 p3 = b + n; 2026 vec2 p4 = b - n; 2027 2028 2029 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 2030 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 2031 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 2032 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 2033 2034 if (!quickRejectNoScissor(left, top, right, bottom)) { 2035 if (!isAA) { 2036 if (prevVertex != NULL) { 2037 // Issue two repeat vertices to create degenerate triangles to bridge 2038 // between the previous line and the new one. This is necessary because 2039 // we are creating a single triangle_strip which will contain 2040 // potentially discontinuous line segments. 2041 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 2042 Vertex::set(vertices++, p1.x, p1.y); 2043 generatedVerticesCount += 2; 2044 } 2045 2046 Vertex::set(vertices++, p1.x, p1.y); 2047 Vertex::set(vertices++, p2.x, p2.y); 2048 Vertex::set(vertices++, p4.x, p4.y); 2049 Vertex::set(vertices++, p3.x, p3.y); 2050 2051 prevVertex = vertices - 1; 2052 generatedVerticesCount += 4; 2053 } else { 2054 if (!isHairLine && scaled) { 2055 // Must set width proportions per-segment for scaled non-hairlines to use the 2056 // correct AA boundary dimensions 2057 if (boundaryWidthSlot < 0) { 2058 boundaryWidthSlot = 2059 mCaches.currentProgram->getUniform("boundaryWidth"); 2060 inverseBoundaryWidthSlot = 2061 mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 2062 } 2063 2064 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 2065 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 2066 } 2067 2068 if (boundaryLengthSlot < 0) { 2069 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 2070 inverseBoundaryLengthSlot = 2071 mCaches.currentProgram->getUniform("inverseBoundaryLength"); 2072 } 2073 2074 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 2075 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion)); 2076 2077 if (prevAAVertex != NULL) { 2078 // Issue two repeat vertices to create degenerate triangles to bridge 2079 // between the previous line and the new one. This is necessary because 2080 // we are creating a single triangle_strip which will contain 2081 // potentially discontinuous line segments. 2082 AAVertex::set(aaVertices++,prevAAVertex->position[0], 2083 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 2084 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2085 generatedVerticesCount += 2; 2086 } 2087 2088 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2089 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 2090 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 2091 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 2092 2093 prevAAVertex = aaVertices - 1; 2094 generatedVerticesCount += 4; 2095 } 2096 2097 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 2098 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 2099 *mSnapshot->transform); 2100 } 2101 } 2102 2103 if (generatedVerticesCount > 0) { 2104 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 2105 } 2106 2107 if (isAA) { 2108 finishDrawAALine(widthSlot, lengthSlot); 2109 } 2110 2111 return DrawGlInfo::kStatusDrew; 2112} 2113 2114status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2115 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2116 2117 // TODO: The paint's cap style defines whether the points are square or circular 2118 // TODO: Handle AA for round points 2119 2120 // A stroke width of 0 has a special meaning in Skia: 2121 // it draws an unscaled 1px point 2122 float strokeWidth = paint->getStrokeWidth(); 2123 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 2124 if (isHairLine) { 2125 // Now that we know it's hairline, we can set the effective width, to be used later 2126 strokeWidth = 1.0f; 2127 } 2128 const float halfWidth = strokeWidth / 2; 2129 int alpha; 2130 SkXfermode::Mode mode; 2131 getAlphaAndMode(paint, &alpha, &mode); 2132 2133 int verticesCount = count >> 1; 2134 int generatedVerticesCount = 0; 2135 2136 TextureVertex pointsData[verticesCount]; 2137 TextureVertex* vertex = &pointsData[0]; 2138 2139 // TODO: We should optimize this method to not generate vertices for points 2140 // that lie outside of the clip. 2141 mCaches.enableScissor(); 2142 2143 setupDraw(); 2144 setupDrawNoTexture(); 2145 setupDrawPoint(strokeWidth); 2146 setupDrawColor(paint->getColor(), alpha); 2147 setupDrawColorFilter(); 2148 setupDrawShader(); 2149 setupDrawBlending(mode); 2150 setupDrawProgram(); 2151 setupDrawModelViewIdentity(true); 2152 setupDrawColorUniforms(); 2153 setupDrawColorFilterUniforms(); 2154 setupDrawPointUniforms(); 2155 setupDrawShaderIdentityUniforms(); 2156 setupDrawMesh(vertex); 2157 2158 for (int i = 0; i < count; i += 2) { 2159 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 2160 generatedVerticesCount++; 2161 2162 float left = points[i] - halfWidth; 2163 float right = points[i] + halfWidth; 2164 float top = points[i + 1] - halfWidth; 2165 float bottom = points [i + 1] + halfWidth; 2166 2167 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 2168 } 2169 2170 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 2171 2172 return DrawGlInfo::kStatusDrew; 2173} 2174 2175status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2176 // No need to check against the clip, we fill the clip region 2177 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2178 2179 Rect& clip(*mSnapshot->clipRect); 2180 clip.snapToPixelBoundaries(); 2181 2182 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2183 2184 return DrawGlInfo::kStatusDrew; 2185} 2186 2187status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2188 SkPaint* paint) { 2189 if (!texture) return DrawGlInfo::kStatusDone; 2190 const AutoTexture autoCleanup(texture); 2191 2192 const float x = left + texture->left - texture->offset; 2193 const float y = top + texture->top - texture->offset; 2194 2195 drawPathTexture(texture, x, y, paint); 2196 2197 return DrawGlInfo::kStatusDrew; 2198} 2199 2200status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2201 float rx, float ry, SkPaint* paint) { 2202 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2203 2204 mCaches.activeTexture(0); 2205 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 2206 right - left, bottom - top, rx, ry, paint); 2207 return drawShape(left, top, texture, paint); 2208} 2209 2210status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 2211 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2212 2213 mCaches.activeTexture(0); 2214 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 2215 return drawShape(x - radius, y - radius, texture, paint); 2216} 2217 2218status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2219 SkPaint* paint) { 2220 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2221 2222 mCaches.activeTexture(0); 2223 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 2224 return drawShape(left, top, texture, paint); 2225} 2226 2227status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2228 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 2229 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2230 2231 if (fabs(sweepAngle) >= 360.0f) { 2232 return drawOval(left, top, right, bottom, paint); 2233 } 2234 2235 mCaches.activeTexture(0); 2236 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2237 startAngle, sweepAngle, useCenter, paint); 2238 return drawShape(left, top, texture, paint); 2239} 2240 2241status_t OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 2242 SkPaint* paint) { 2243 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2244 2245 mCaches.activeTexture(0); 2246 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 2247 return drawShape(left, top, texture, paint); 2248} 2249 2250status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2251 if (p->getStyle() != SkPaint::kFill_Style) { 2252 return drawRectAsShape(left, top, right, bottom, p); 2253 } 2254 2255 if (quickReject(left, top, right, bottom)) { 2256 return DrawGlInfo::kStatusDone; 2257 } 2258 2259 SkXfermode::Mode mode; 2260 if (!mCaches.extensions.hasFramebufferFetch()) { 2261 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 2262 if (!isMode) { 2263 // Assume SRC_OVER 2264 mode = SkXfermode::kSrcOver_Mode; 2265 } 2266 } else { 2267 mode = getXfermode(p->getXfermode()); 2268 } 2269 2270 int color = p->getColor(); 2271 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2272 drawAARect(left, top, right, bottom, color, mode); 2273 } else { 2274 drawColorRect(left, top, right, bottom, color, mode); 2275 } 2276 2277 return DrawGlInfo::kStatusDrew; 2278} 2279 2280void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2281 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2282 float x, float y) { 2283 mCaches.activeTexture(0); 2284 2285 // NOTE: The drop shadow will not perform gamma correction 2286 // if shader-based correction is enabled 2287 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2288 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2289 paint, text, bytesCount, count, mShadowRadius, positions); 2290 const AutoTexture autoCleanup(shadow); 2291 2292 const float sx = x - shadow->left + mShadowDx; 2293 const float sy = y - shadow->top + mShadowDy; 2294 2295 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2296 int shadowColor = mShadowColor; 2297 if (mShader) { 2298 shadowColor = 0xffffffff; 2299 } 2300 2301 setupDraw(); 2302 setupDrawWithTexture(true); 2303 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2304 setupDrawColorFilter(); 2305 setupDrawShader(); 2306 setupDrawBlending(true, mode); 2307 setupDrawProgram(); 2308 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2309 setupDrawTexture(shadow->id); 2310 setupDrawPureColorUniforms(); 2311 setupDrawColorFilterUniforms(); 2312 setupDrawShaderUniforms(); 2313 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2314 2315 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2316} 2317 2318status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2319 const float* positions, SkPaint* paint) { 2320 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2321 (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) { 2322 return DrawGlInfo::kStatusDone; 2323 } 2324 2325 // NOTE: Skia does not support perspective transform on drawPosText yet 2326 if (!mSnapshot->transform->isSimple()) { 2327 return DrawGlInfo::kStatusDone; 2328 } 2329 2330 float x = 0.0f; 2331 float y = 0.0f; 2332 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2333 if (pureTranslate) { 2334 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2335 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2336 } 2337 2338 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2339 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2340 paint->getTextSize()); 2341 2342 int alpha; 2343 SkXfermode::Mode mode; 2344 getAlphaAndMode(paint, &alpha, &mode); 2345 2346 if (CC_UNLIKELY(mHasShadow)) { 2347 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode, 2348 0.0f, 0.0f); 2349 } 2350 2351 // Pick the appropriate texture filtering 2352 bool linearFilter = mSnapshot->transform->changesBounds(); 2353 if (pureTranslate && !linearFilter) { 2354 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2355 } 2356 2357 mCaches.activeTexture(0); 2358 setupDraw(); 2359 setupDrawTextGamma(paint); 2360 setupDrawDirtyRegionsDisabled(); 2361 setupDrawWithTexture(true); 2362 setupDrawAlpha8Color(paint->getColor(), alpha); 2363 setupDrawColorFilter(); 2364 setupDrawShader(); 2365 setupDrawBlending(true, mode); 2366 setupDrawProgram(); 2367 setupDrawModelView(x, y, x, y, pureTranslate, true); 2368 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2369 setupDrawPureColorUniforms(); 2370 setupDrawColorFilterUniforms(); 2371 setupDrawShaderUniforms(pureTranslate); 2372 setupDrawTextGammaUniforms(); 2373 2374 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2375 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2376 2377 const bool hasActiveLayer = hasLayer(); 2378 2379 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2380 positions, hasActiveLayer ? &bounds : NULL)) { 2381 if (hasActiveLayer) { 2382 if (!pureTranslate) { 2383 mSnapshot->transform->mapRect(bounds); 2384 } 2385 dirtyLayerUnchecked(bounds, getRegion()); 2386 } 2387 } 2388 2389 return DrawGlInfo::kStatusDrew; 2390} 2391 2392status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2393 float x, float y, const float* positions, SkPaint* paint, float length) { 2394 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2395 (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) { 2396 return DrawGlInfo::kStatusDone; 2397 } 2398 2399 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2400 switch (paint->getTextAlign()) { 2401 case SkPaint::kCenter_Align: 2402 x -= length / 2.0f; 2403 break; 2404 case SkPaint::kRight_Align: 2405 x -= length; 2406 break; 2407 default: 2408 break; 2409 } 2410 2411 SkPaint::FontMetrics metrics; 2412 paint->getFontMetrics(&metrics, 0.0f); 2413 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2414 return DrawGlInfo::kStatusDone; 2415 } 2416 2417 const float oldX = x; 2418 const float oldY = y; 2419 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2420 if (CC_LIKELY(pureTranslate)) { 2421 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2422 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2423 } 2424 2425#if DEBUG_GLYPHS 2426 ALOGD("OpenGLRenderer drawText() with FontID=%d", 2427 SkTypeface::UniqueID(paint->getTypeface())); 2428#endif 2429 2430 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2431 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2432 paint->getTextSize()); 2433 2434 int alpha; 2435 SkXfermode::Mode mode; 2436 getAlphaAndMode(paint, &alpha, &mode); 2437 2438 if (CC_UNLIKELY(mHasShadow)) { 2439 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode, 2440 oldX, oldY); 2441 } 2442 2443 // Pick the appropriate texture filtering 2444 bool linearFilter = mSnapshot->transform->changesBounds(); 2445 if (pureTranslate && !linearFilter) { 2446 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2447 } 2448 2449 // The font renderer will always use texture unit 0 2450 mCaches.activeTexture(0); 2451 setupDraw(); 2452 setupDrawTextGamma(paint); 2453 setupDrawDirtyRegionsDisabled(); 2454 setupDrawWithTexture(true); 2455 setupDrawAlpha8Color(paint->getColor(), alpha); 2456 setupDrawColorFilter(); 2457 setupDrawShader(); 2458 setupDrawBlending(true, mode); 2459 setupDrawProgram(); 2460 setupDrawModelView(x, y, x, y, pureTranslate, true); 2461 // See comment above; the font renderer must use texture unit 0 2462 // assert(mTextureUnit == 0) 2463 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2464 setupDrawPureColorUniforms(); 2465 setupDrawColorFilterUniforms(); 2466 setupDrawShaderUniforms(pureTranslate); 2467 setupDrawTextGammaUniforms(); 2468 2469 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2470 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2471 2472 const bool hasActiveLayer = hasLayer(); 2473 2474 bool status; 2475 if (paint->getTextAlign() != SkPaint::kLeft_Align) { 2476 SkPaint paintCopy(*paint); 2477 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2478 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2479 positions, hasActiveLayer ? &bounds : NULL); 2480 } else { 2481 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2482 positions, hasActiveLayer ? &bounds : NULL); 2483 } 2484 2485 if (status && hasActiveLayer) { 2486 if (!pureTranslate) { 2487 mSnapshot->transform->mapRect(bounds); 2488 } 2489 dirtyLayerUnchecked(bounds, getRegion()); 2490 } 2491 2492 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2493 2494 return DrawGlInfo::kStatusDrew; 2495} 2496 2497status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2498 float hOffset, float vOffset, SkPaint* paint) { 2499 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2500 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2501 return DrawGlInfo::kStatusDone; 2502 } 2503 2504 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2505 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2506 paint->getTextSize()); 2507 2508 int alpha; 2509 SkXfermode::Mode mode; 2510 getAlphaAndMode(paint, &alpha, &mode); 2511 2512 mCaches.activeTexture(0); 2513 setupDraw(); 2514 setupDrawTextGamma(paint); 2515 setupDrawDirtyRegionsDisabled(); 2516 setupDrawWithTexture(true); 2517 setupDrawAlpha8Color(paint->getColor(), alpha); 2518 setupDrawColorFilter(); 2519 setupDrawShader(); 2520 setupDrawBlending(true, mode); 2521 setupDrawProgram(); 2522 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2523 setupDrawTexture(fontRenderer.getTexture(true)); 2524 setupDrawPureColorUniforms(); 2525 setupDrawColorFilterUniforms(); 2526 setupDrawShaderUniforms(false); 2527 setupDrawTextGammaUniforms(); 2528 2529 const Rect* clip = &mSnapshot->getLocalClip(); 2530 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2531 2532 const bool hasActiveLayer = hasLayer(); 2533 2534 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2535 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2536 if (hasActiveLayer) { 2537 mSnapshot->transform->mapRect(bounds); 2538 dirtyLayerUnchecked(bounds, getRegion()); 2539 } 2540 } 2541 2542 return DrawGlInfo::kStatusDrew; 2543} 2544 2545status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2546 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2547 2548 mCaches.activeTexture(0); 2549 2550 // TODO: Perform early clip test before we rasterize the path 2551 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2552 if (!texture) return DrawGlInfo::kStatusDone; 2553 const AutoTexture autoCleanup(texture); 2554 2555 const float x = texture->left - texture->offset; 2556 const float y = texture->top - texture->offset; 2557 2558 drawPathTexture(texture, x, y, paint); 2559 2560 return DrawGlInfo::kStatusDrew; 2561} 2562 2563status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2564 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 2565 return DrawGlInfo::kStatusDone; 2566 } 2567 2568 bool debugLayerUpdate = false; 2569 2570 if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) { 2571 OpenGLRenderer* renderer = layer->renderer; 2572 Rect& dirty = layer->dirtyRect; 2573 2574 interrupt(); 2575 renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight()); 2576 renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend()); 2577 renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren); 2578 renderer->finish(); 2579 resume(); 2580 2581 dirty.setEmpty(); 2582 layer->deferredUpdateScheduled = false; 2583 layer->renderer = NULL; 2584 layer->displayList = NULL; 2585 2586 debugLayerUpdate = mCaches.debugLayersUpdates; 2587 } 2588 2589 mCaches.activeTexture(0); 2590 2591 int alpha; 2592 SkXfermode::Mode mode; 2593 getAlphaAndMode(paint, &alpha, &mode); 2594 2595 layer->setAlpha(alpha, mode); 2596 2597 if (CC_LIKELY(!layer->region.isEmpty())) { 2598 if (layer->region.isRect()) { 2599 composeLayerRect(layer, layer->regionRect); 2600 } else if (layer->mesh) { 2601 const float a = alpha / 255.0f; 2602 2603 setupDraw(); 2604 setupDrawWithTexture(); 2605 setupDrawColor(a, a, a, a); 2606 setupDrawColorFilter(); 2607 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2608 setupDrawProgram(); 2609 setupDrawPureColorUniforms(); 2610 setupDrawColorFilterUniforms(); 2611 setupDrawTexture(layer->getTexture()); 2612 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2613 int tx = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2614 int ty = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2615 2616 layer->setFilter(GL_NEAREST); 2617 setupDrawModelViewTranslate(tx, ty, 2618 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2619 } else { 2620 layer->setFilter(GL_LINEAR); 2621 setupDrawModelViewTranslate(x, y, 2622 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2623 } 2624 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2625 2626 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2627 GL_UNSIGNED_SHORT, layer->meshIndices); 2628 2629 finishDrawTexture(); 2630 2631#if DEBUG_LAYERS_AS_REGIONS 2632 drawRegionRects(layer->region); 2633#endif 2634 } 2635 2636 if (debugLayerUpdate) { 2637 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 2638 0x7f00ff00, SkXfermode::kSrcOver_Mode); 2639 } 2640 } 2641 2642 return DrawGlInfo::kStatusDrew; 2643} 2644 2645/////////////////////////////////////////////////////////////////////////////// 2646// Shaders 2647/////////////////////////////////////////////////////////////////////////////// 2648 2649void OpenGLRenderer::resetShader() { 2650 mShader = NULL; 2651} 2652 2653void OpenGLRenderer::setupShader(SkiaShader* shader) { 2654 mShader = shader; 2655 if (mShader) { 2656 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2657 } 2658} 2659 2660/////////////////////////////////////////////////////////////////////////////// 2661// Color filters 2662/////////////////////////////////////////////////////////////////////////////// 2663 2664void OpenGLRenderer::resetColorFilter() { 2665 mColorFilter = NULL; 2666} 2667 2668void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2669 mColorFilter = filter; 2670} 2671 2672/////////////////////////////////////////////////////////////////////////////// 2673// Drop shadow 2674/////////////////////////////////////////////////////////////////////////////// 2675 2676void OpenGLRenderer::resetShadow() { 2677 mHasShadow = false; 2678} 2679 2680void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2681 mHasShadow = true; 2682 mShadowRadius = radius; 2683 mShadowDx = dx; 2684 mShadowDy = dy; 2685 mShadowColor = color; 2686} 2687 2688/////////////////////////////////////////////////////////////////////////////// 2689// Draw filters 2690/////////////////////////////////////////////////////////////////////////////// 2691 2692void OpenGLRenderer::resetPaintFilter() { 2693 mHasDrawFilter = false; 2694} 2695 2696void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2697 mHasDrawFilter = true; 2698 mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 2699 mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 2700} 2701 2702SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 2703 if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint; 2704 2705 uint32_t flags = paint->getFlags(); 2706 2707 mFilteredPaint = *paint; 2708 mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits); 2709 2710 return &mFilteredPaint; 2711} 2712 2713/////////////////////////////////////////////////////////////////////////////// 2714// Drawing implementation 2715/////////////////////////////////////////////////////////////////////////////// 2716 2717void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2718 float x, float y, SkPaint* paint) { 2719 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2720 return; 2721 } 2722 2723 int alpha; 2724 SkXfermode::Mode mode; 2725 getAlphaAndMode(paint, &alpha, &mode); 2726 2727 setupDraw(); 2728 setupDrawWithTexture(true); 2729 setupDrawAlpha8Color(paint->getColor(), alpha); 2730 setupDrawColorFilter(); 2731 setupDrawShader(); 2732 setupDrawBlending(true, mode); 2733 setupDrawProgram(); 2734 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2735 setupDrawTexture(texture->id); 2736 setupDrawPureColorUniforms(); 2737 setupDrawColorFilterUniforms(); 2738 setupDrawShaderUniforms(); 2739 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2740 2741 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2742 2743 finishDrawTexture(); 2744} 2745 2746// Same values used by Skia 2747#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2748#define kStdUnderline_Offset (1.0f / 9.0f) 2749#define kStdUnderline_Thickness (1.0f / 18.0f) 2750 2751void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2752 float x, float y, SkPaint* paint) { 2753 // Handle underline and strike-through 2754 uint32_t flags = paint->getFlags(); 2755 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2756 SkPaint paintCopy(*paint); 2757 float underlineWidth = length; 2758 // If length is > 0.0f, we already measured the text for the text alignment 2759 if (length <= 0.0f) { 2760 underlineWidth = paintCopy.measureText(text, bytesCount); 2761 } 2762 2763 if (CC_LIKELY(underlineWidth > 0.0f)) { 2764 const float textSize = paintCopy.getTextSize(); 2765 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2766 2767 const float left = x; 2768 float top = 0.0f; 2769 2770 int linesCount = 0; 2771 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2772 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2773 2774 const int pointsCount = 4 * linesCount; 2775 float points[pointsCount]; 2776 int currentPoint = 0; 2777 2778 if (flags & SkPaint::kUnderlineText_Flag) { 2779 top = y + textSize * kStdUnderline_Offset; 2780 points[currentPoint++] = left; 2781 points[currentPoint++] = top; 2782 points[currentPoint++] = left + underlineWidth; 2783 points[currentPoint++] = top; 2784 } 2785 2786 if (flags & SkPaint::kStrikeThruText_Flag) { 2787 top = y + textSize * kStdStrikeThru_Offset; 2788 points[currentPoint++] = left; 2789 points[currentPoint++] = top; 2790 points[currentPoint++] = left + underlineWidth; 2791 points[currentPoint++] = top; 2792 } 2793 2794 paintCopy.setStrokeWidth(strokeWidth); 2795 2796 drawLines(&points[0], pointsCount, &paintCopy); 2797 } 2798 } 2799} 2800 2801void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2802 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2803 // If a shader is set, preserve only the alpha 2804 if (mShader) { 2805 color |= 0x00ffffff; 2806 } 2807 2808 setupDraw(); 2809 setupDrawNoTexture(); 2810 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2811 setupDrawShader(); 2812 setupDrawColorFilter(); 2813 setupDrawBlending(mode); 2814 setupDrawProgram(); 2815 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2816 setupDrawColorUniforms(); 2817 setupDrawShaderUniforms(ignoreTransform); 2818 setupDrawColorFilterUniforms(); 2819 setupDrawSimpleMesh(); 2820 2821 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2822} 2823 2824void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2825 Texture* texture, SkPaint* paint) { 2826 int alpha; 2827 SkXfermode::Mode mode; 2828 getAlphaAndMode(paint, &alpha, &mode); 2829 2830 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2831 2832 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2833 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2834 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2835 2836 texture->setFilter(GL_NEAREST, true); 2837 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2838 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2839 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2840 } else { 2841 texture->setFilter(FILTER(paint), true); 2842 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2843 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2844 GL_TRIANGLE_STRIP, gMeshCount); 2845 } 2846} 2847 2848void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2849 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2850 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2851 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2852} 2853 2854void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2855 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2856 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2857 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2858 2859 setupDraw(); 2860 setupDrawWithTexture(); 2861 setupDrawColor(alpha, alpha, alpha, alpha); 2862 setupDrawColorFilter(); 2863 setupDrawBlending(blend, mode, swapSrcDst); 2864 setupDrawProgram(); 2865 if (!dirty) { 2866 setupDrawDirtyRegionsDisabled(); 2867 } 2868 if (!ignoreScale) { 2869 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2870 } else { 2871 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2872 } 2873 setupDrawPureColorUniforms(); 2874 setupDrawColorFilterUniforms(); 2875 setupDrawTexture(texture); 2876 setupDrawMesh(vertices, texCoords, vbo); 2877 2878 glDrawArrays(drawMode, 0, elementsCount); 2879 2880 finishDrawTexture(); 2881} 2882 2883void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2884 ProgramDescription& description, bool swapSrcDst) { 2885 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2886 2887 if (blend) { 2888 // These blend modes are not supported by OpenGL directly and have 2889 // to be implemented using shaders. Since the shader will perform 2890 // the blending, turn blending off here 2891 // If the blend mode cannot be implemented using shaders, fall 2892 // back to the default SrcOver blend mode instead 2893 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 2894 if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) { 2895 description.framebufferMode = mode; 2896 description.swapSrcDst = swapSrcDst; 2897 2898 if (mCaches.blend) { 2899 glDisable(GL_BLEND); 2900 mCaches.blend = false; 2901 } 2902 2903 return; 2904 } else { 2905 mode = SkXfermode::kSrcOver_Mode; 2906 } 2907 } 2908 2909 if (!mCaches.blend) { 2910 glEnable(GL_BLEND); 2911 } 2912 2913 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2914 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2915 2916 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2917 glBlendFunc(sourceMode, destMode); 2918 mCaches.lastSrcMode = sourceMode; 2919 mCaches.lastDstMode = destMode; 2920 } 2921 } else if (mCaches.blend) { 2922 glDisable(GL_BLEND); 2923 } 2924 mCaches.blend = blend; 2925} 2926 2927bool OpenGLRenderer::useProgram(Program* program) { 2928 if (!program->isInUse()) { 2929 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2930 program->use(); 2931 mCaches.currentProgram = program; 2932 return false; 2933 } 2934 return true; 2935} 2936 2937void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2938 TextureVertex* v = &mMeshVertices[0]; 2939 TextureVertex::setUV(v++, u1, v1); 2940 TextureVertex::setUV(v++, u2, v1); 2941 TextureVertex::setUV(v++, u1, v2); 2942 TextureVertex::setUV(v++, u2, v2); 2943} 2944 2945void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2946 getAlphaAndModeDirect(paint, alpha, mode); 2947 *alpha *= mSnapshot->alpha; 2948} 2949 2950}; // namespace uirenderer 2951}; // namespace android 2952