OpenGLRenderer.cpp revision 16b7dc9c1ca4336b29afbd2f56f580014863add0
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 "DeferredDisplayList.h" 36#include "DisplayListRenderer.h" 37#include "PathTessellator.h" 38#include "Properties.h" 39#include "Vector.h" 40 41namespace android { 42namespace uirenderer { 43 44/////////////////////////////////////////////////////////////////////////////// 45// Defines 46/////////////////////////////////////////////////////////////////////////////// 47 48#define RAD_TO_DEG (180.0f / 3.14159265f) 49#define MIN_ANGLE 0.001f 50 51#define ALPHA_THRESHOLD 0 52 53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 54 55/////////////////////////////////////////////////////////////////////////////// 56// Globals 57/////////////////////////////////////////////////////////////////////////////// 58 59/** 60 * Structure mapping Skia xfermodes to OpenGL blending factors. 61 */ 62struct Blender { 63 SkXfermode::Mode mode; 64 GLenum src; 65 GLenum dst; 66}; // struct Blender 67 68// In this array, the index of each Blender equals the value of the first 69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 70static const Blender gBlends[] = { 71 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 72 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 73 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 74 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 75 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 76 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 77 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 78 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 79 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 81 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 82 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 83 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 84 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 85 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 86}; 87 88// This array contains the swapped version of each SkXfermode. For instance 89// this array's SrcOver blending mode is actually DstOver. You can refer to 90// createLayer() for more information on the purpose of this array. 91static const Blender gBlendsSwap[] = { 92 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 93 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 94 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 95 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 96 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 97 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 98 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 99 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 100 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 101 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 102 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 103 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 104 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 105 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 106 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 107}; 108 109/////////////////////////////////////////////////////////////////////////////// 110// Constructors/destructor 111/////////////////////////////////////////////////////////////////////////////// 112 113OpenGLRenderer::OpenGLRenderer(): 114 mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) { 115 resetDrawModifiers(); 116 117 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 118 119 mFirstSnapshot = new Snapshot; 120 121 mScissorOptimizationDisabled = false; 122} 123 124OpenGLRenderer::~OpenGLRenderer() { 125 // The context has already been destroyed at this point, do not call 126 // GL APIs. All GL state should be kept in Caches.h 127} 128 129void OpenGLRenderer::initProperties() { 130 char property[PROPERTY_VALUE_MAX]; 131 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 132 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 133 INIT_LOGD(" Scissor optimization %s", 134 mScissorOptimizationDisabled ? "disabled" : "enabled"); 135 } else { 136 INIT_LOGD(" Scissor optimization enabled"); 137 } 138} 139 140/////////////////////////////////////////////////////////////////////////////// 141// Setup 142/////////////////////////////////////////////////////////////////////////////// 143 144void OpenGLRenderer::setName(const char* name) { 145 if (name) { 146 mName.setTo(name); 147 } else { 148 mName.clear(); 149 } 150} 151 152const char* OpenGLRenderer::getName() const { 153 return mName.string(); 154} 155 156bool OpenGLRenderer::isDeferred() { 157 return false; 158} 159 160void OpenGLRenderer::setViewport(int width, int height) { 161 initViewport(width, height); 162 163 glDisable(GL_DITHER); 164 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 165 166 glEnableVertexAttribArray(Program::kBindingPosition); 167} 168 169void OpenGLRenderer::initViewport(int width, int height) { 170 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 171 172 mWidth = width; 173 mHeight = height; 174 175 mFirstSnapshot->height = height; 176 mFirstSnapshot->viewport.set(0, 0, width, height); 177} 178 179status_t OpenGLRenderer::prepare(bool opaque) { 180 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 181} 182 183status_t OpenGLRenderer::prepareDirty(float left, float top, 184 float right, float bottom, bool opaque) { 185 mCaches.clearGarbage(); 186 187 mSnapshot = new Snapshot(mFirstSnapshot, 188 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 189 mSnapshot->fbo = getTargetFbo(); 190 mSaveCount = 1; 191 192 mSnapshot->setClip(left, top, right, bottom); 193 mDirtyClip = true; 194 195 updateLayers(); 196 197 discardFramebuffer(left, top, right, bottom); 198 199 syncState(); 200 201 // Functors break the tiling extension in pretty spectacular ways 202 // This ensures we don't use tiling when a functor is going to be 203 // invoked during the frame 204 mSuppressTiling = mCaches.hasRegisteredFunctors(); 205 206 mTilingSnapshot = mSnapshot; 207 startTiling(mTilingSnapshot, true); 208 209 debugOverdraw(true, true); 210 211 return clear(left, top, right, bottom, opaque); 212} 213 214void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 215 // If we know that we are going to redraw the entire framebuffer, 216 // perform a discard to let the driver know we don't need to preserve 217 // the back buffer for this frame. 218 if (mExtensions.hasDiscardFramebuffer() && 219 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 220 const bool isFbo = getTargetFbo() == 0; 221 const GLenum attachments[] = { 222 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 223 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 224 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 225 } 226} 227 228status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 229 if (!opaque) { 230 mCaches.enableScissor(); 231 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 232 glClear(GL_COLOR_BUFFER_BIT); 233 return DrawGlInfo::kStatusDrew; 234 } 235 236 mCaches.resetScissor(); 237 return DrawGlInfo::kStatusDone; 238} 239 240void OpenGLRenderer::syncState() { 241 glViewport(0, 0, mWidth, mHeight); 242 243 if (mCaches.blend) { 244 glEnable(GL_BLEND); 245 } else { 246 glDisable(GL_BLEND); 247 } 248} 249 250void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 251 if (!mSuppressTiling) { 252 Rect* clip = mTilingSnapshot->clipRect; 253 if (s->flags & Snapshot::kFlagFboTarget) { 254 clip = &s->layer->clipRect; 255 } 256 257 startTiling(*clip, s->height, opaque); 258 } 259} 260 261void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) { 262 if (!mSuppressTiling) { 263 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 264 clip.right - clip.left, clip.bottom - clip.top, opaque); 265 } 266} 267 268void OpenGLRenderer::endTiling() { 269 if (!mSuppressTiling) mCaches.endTiling(); 270} 271 272void OpenGLRenderer::finish() { 273 renderOverdraw(); 274 endTiling(); 275 276 // When finish() is invoked on FBO 0 we've reached the end 277 // of the current frame 278 if (getTargetFbo() == 0) { 279 mCaches.pathCache.trim(); 280 } 281 282 if (!suppressErrorChecks()) { 283#if DEBUG_OPENGL 284 GLenum status = GL_NO_ERROR; 285 while ((status = glGetError()) != GL_NO_ERROR) { 286 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 287 switch (status) { 288 case GL_INVALID_ENUM: 289 ALOGE(" GL_INVALID_ENUM"); 290 break; 291 case GL_INVALID_VALUE: 292 ALOGE(" GL_INVALID_VALUE"); 293 break; 294 case GL_INVALID_OPERATION: 295 ALOGE(" GL_INVALID_OPERATION"); 296 break; 297 case GL_OUT_OF_MEMORY: 298 ALOGE(" Out of memory!"); 299 break; 300 } 301 } 302#endif 303 304#if DEBUG_MEMORY_USAGE 305 mCaches.dumpMemoryUsage(); 306#else 307 if (mCaches.getDebugLevel() & kDebugMemory) { 308 mCaches.dumpMemoryUsage(); 309 } 310#endif 311 } 312} 313 314void OpenGLRenderer::interrupt() { 315 if (mCaches.currentProgram) { 316 if (mCaches.currentProgram->isInUse()) { 317 mCaches.currentProgram->remove(); 318 mCaches.currentProgram = NULL; 319 } 320 } 321 mCaches.unbindMeshBuffer(); 322 mCaches.unbindIndicesBuffer(); 323 mCaches.resetVertexPointers(); 324 mCaches.disableTexCoordsVertexArray(); 325 debugOverdraw(false, false); 326} 327 328void OpenGLRenderer::resume() { 329 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 330 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 331 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 332 debugOverdraw(true, false); 333 334 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 335 336 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 337 mCaches.enableScissor(); 338 mCaches.resetScissor(); 339 dirtyClip(); 340 341 mCaches.activeTexture(0); 342 343 mCaches.blend = true; 344 glEnable(GL_BLEND); 345 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 346 glBlendEquation(GL_FUNC_ADD); 347} 348 349void OpenGLRenderer::resumeAfterLayer() { 350 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 351 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 352 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 353 debugOverdraw(true, false); 354 355 mCaches.resetScissor(); 356 dirtyClip(); 357} 358 359void OpenGLRenderer::detachFunctor(Functor* functor) { 360 mFunctors.remove(functor); 361} 362 363void OpenGLRenderer::attachFunctor(Functor* functor) { 364 mFunctors.add(functor); 365} 366 367status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 368 status_t result = DrawGlInfo::kStatusDone; 369 size_t count = mFunctors.size(); 370 371 if (count > 0) { 372 interrupt(); 373 SortedVector<Functor*> functors(mFunctors); 374 mFunctors.clear(); 375 376 DrawGlInfo info; 377 info.clipLeft = 0; 378 info.clipTop = 0; 379 info.clipRight = 0; 380 info.clipBottom = 0; 381 info.isLayer = false; 382 info.width = 0; 383 info.height = 0; 384 memset(info.transform, 0, sizeof(float) * 16); 385 386 for (size_t i = 0; i < count; i++) { 387 Functor* f = functors.itemAt(i); 388 result |= (*f)(DrawGlInfo::kModeProcess, &info); 389 390 if (result & DrawGlInfo::kStatusDraw) { 391 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 392 dirty.unionWith(localDirty); 393 } 394 395 if (result & DrawGlInfo::kStatusInvoke) { 396 mFunctors.add(f); 397 } 398 } 399 resume(); 400 } 401 402 return result; 403} 404 405status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 406 interrupt(); 407 detachFunctor(functor); 408 409 mCaches.enableScissor(); 410 if (mDirtyClip) { 411 setScissorFromClip(); 412 } 413 414 Rect clip(*mSnapshot->clipRect); 415 clip.snapToPixelBoundaries(); 416 417 // Since we don't know what the functor will draw, let's dirty 418 // tne entire clip region 419 if (hasLayer()) { 420 dirtyLayerUnchecked(clip, getRegion()); 421 } 422 423 DrawGlInfo info; 424 info.clipLeft = clip.left; 425 info.clipTop = clip.top; 426 info.clipRight = clip.right; 427 info.clipBottom = clip.bottom; 428 info.isLayer = hasLayer(); 429 info.width = getSnapshot()->viewport.getWidth(); 430 info.height = getSnapshot()->height; 431 getSnapshot()->transform->copyTo(&info.transform[0]); 432 433 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew; 434 435 if (result != DrawGlInfo::kStatusDone) { 436 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 437 dirty.unionWith(localDirty); 438 439 if (result & DrawGlInfo::kStatusInvoke) { 440 mFunctors.add(functor); 441 } 442 } 443 444 resume(); 445 return result; 446} 447 448/////////////////////////////////////////////////////////////////////////////// 449// Debug 450/////////////////////////////////////////////////////////////////////////////// 451 452void OpenGLRenderer::eventMark(const char* name) const { 453 mCaches.eventMark(0, name); 454} 455 456void OpenGLRenderer::startMark(const char* name) const { 457 mCaches.startMark(0, name); 458} 459 460void OpenGLRenderer::endMark() const { 461 mCaches.endMark(); 462} 463 464void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 465 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 466 if (clear) { 467 mCaches.disableScissor(); 468 mCaches.stencil.clear(); 469 } 470 if (enable) { 471 mCaches.stencil.enableDebugWrite(); 472 } else { 473 mCaches.stencil.disable(); 474 } 475 } 476} 477 478void OpenGLRenderer::renderOverdraw() { 479 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 480 const Rect* clip = mTilingSnapshot->clipRect; 481 482 mCaches.enableScissor(); 483 mCaches.setScissor(clip->left, mTilingSnapshot->height - clip->bottom, 484 clip->right - clip->left, clip->bottom - clip->top); 485 486 mCaches.stencil.enableDebugTest(2); 487 drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode); 488 mCaches.stencil.enableDebugTest(3); 489 drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode); 490 mCaches.stencil.enableDebugTest(4); 491 drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode); 492 mCaches.stencil.enableDebugTest(4, true); 493 drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode); 494 mCaches.stencil.disable(); 495 } 496} 497 498/////////////////////////////////////////////////////////////////////////////// 499// Layers 500/////////////////////////////////////////////////////////////////////////////// 501 502bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 503 if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) { 504 OpenGLRenderer* renderer = layer->renderer; 505 Rect& dirty = layer->dirtyRect; 506 507 if (inFrame) { 508 endTiling(); 509 debugOverdraw(false, false); 510 } 511 512 renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight()); 513 renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend()); 514 renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren); 515 renderer->finish(); 516 517 if (inFrame) { 518 resumeAfterLayer(); 519 startTiling(mSnapshot); 520 } 521 522 dirty.setEmpty(); 523 layer->deferredUpdateScheduled = false; 524 layer->renderer = NULL; 525 layer->displayList = NULL; 526 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 527 528 return true; 529 } 530 531 return false; 532} 533 534void OpenGLRenderer::updateLayers() { 535 int count = mLayerUpdates.size(); 536 if (count > 0) { 537 startMark("Layer Updates"); 538 539 // Note: it is very important to update the layers in reverse order 540 for (int i = count - 1; i >= 0; i--) { 541 Layer* layer = mLayerUpdates.itemAt(i); 542 updateLayer(layer, false); 543 mCaches.resourceCache.decrementRefcount(layer); 544 } 545 mLayerUpdates.clear(); 546 547 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 548 endMark(); 549 } 550} 551 552void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 553 if (layer) { 554 mLayerUpdates.push_back(layer); 555 mCaches.resourceCache.incrementRefcount(layer); 556 } 557} 558 559void OpenGLRenderer::clearLayerUpdates() { 560 size_t count = mLayerUpdates.size(); 561 if (count > 0) { 562 mCaches.resourceCache.lock(); 563 for (size_t i = 0; i < count; i++) { 564 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 565 } 566 mCaches.resourceCache.unlock(); 567 mLayerUpdates.clear(); 568 } 569} 570 571/////////////////////////////////////////////////////////////////////////////// 572// State management 573/////////////////////////////////////////////////////////////////////////////// 574 575int OpenGLRenderer::getSaveCount() const { 576 return mSaveCount; 577} 578 579int OpenGLRenderer::save(int flags) { 580 return saveSnapshot(flags); 581} 582 583void OpenGLRenderer::restore() { 584 if (mSaveCount > 1) { 585 restoreSnapshot(); 586 } 587} 588 589void OpenGLRenderer::restoreToCount(int saveCount) { 590 if (saveCount < 1) saveCount = 1; 591 592 while (mSaveCount > saveCount) { 593 restoreSnapshot(); 594 } 595} 596 597int OpenGLRenderer::saveSnapshot(int flags) { 598 mSnapshot = new Snapshot(mSnapshot, flags); 599 return mSaveCount++; 600} 601 602bool OpenGLRenderer::restoreSnapshot() { 603 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 604 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 605 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 606 607 sp<Snapshot> current = mSnapshot; 608 sp<Snapshot> previous = mSnapshot->previous; 609 610 if (restoreOrtho) { 611 Rect& r = previous->viewport; 612 glViewport(r.left, r.top, r.right, r.bottom); 613 mOrthoMatrix.load(current->orthoMatrix); 614 } 615 616 mSaveCount--; 617 mSnapshot = previous; 618 619 if (restoreClip) { 620 dirtyClip(); 621 } 622 623 if (restoreLayer) { 624 composeLayer(current, previous); 625 } 626 627 return restoreClip; 628} 629 630/////////////////////////////////////////////////////////////////////////////// 631// Layers 632/////////////////////////////////////////////////////////////////////////////// 633 634int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 635 int alpha, SkXfermode::Mode mode, int flags) { 636 const GLuint previousFbo = mSnapshot->fbo; 637 const int count = saveSnapshot(flags); 638 639 if (!mSnapshot->isIgnored()) { 640 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 641 } 642 643 return count; 644} 645 646/** 647 * Layers are viewed by Skia are slightly different than layers in image editing 648 * programs (for instance.) When a layer is created, previously created layers 649 * and the frame buffer still receive every drawing command. For instance, if a 650 * layer is created and a shape intersecting the bounds of the layers and the 651 * framebuffer is draw, the shape will be drawn on both (unless the layer was 652 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 653 * 654 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 655 * texture. Unfortunately, this is inefficient as it requires every primitive to 656 * be drawn n + 1 times, where n is the number of active layers. In practice this 657 * means, for every primitive: 658 * - Switch active frame buffer 659 * - Change viewport, clip and projection matrix 660 * - Issue the drawing 661 * 662 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 663 * To avoid this, layers are implemented in a different way here, at least in the 664 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 665 * is set. When this flag is set we can redirect all drawing operations into a 666 * single FBO. 667 * 668 * This implementation relies on the frame buffer being at least RGBA 8888. When 669 * a layer is created, only a texture is created, not an FBO. The content of the 670 * frame buffer contained within the layer's bounds is copied into this texture 671 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 672 * buffer and drawing continues as normal. This technique therefore treats the 673 * frame buffer as a scratch buffer for the layers. 674 * 675 * To compose the layers back onto the frame buffer, each layer texture 676 * (containing the original frame buffer data) is drawn as a simple quad over 677 * the frame buffer. The trick is that the quad is set as the composition 678 * destination in the blending equation, and the frame buffer becomes the source 679 * of the composition. 680 * 681 * Drawing layers with an alpha value requires an extra step before composition. 682 * An empty quad is drawn over the layer's region in the frame buffer. This quad 683 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 684 * quad is used to multiply the colors in the frame buffer. This is achieved by 685 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 686 * GL_ZERO, GL_SRC_ALPHA. 687 * 688 * Because glCopyTexImage2D() can be slow, an alternative implementation might 689 * be use to draw a single clipped layer. The implementation described above 690 * is correct in every case. 691 * 692 * (1) The frame buffer is actually not cleared right away. To allow the GPU 693 * to potentially optimize series of calls to glCopyTexImage2D, the frame 694 * buffer is left untouched until the first drawing operation. Only when 695 * something actually gets drawn are the layers regions cleared. 696 */ 697bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 698 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 699 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 700 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 701 702 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 703 704 // Window coordinates of the layer 705 Rect clip; 706 Rect bounds(left, top, right, bottom); 707 Rect untransformedBounds(bounds); 708 currentTransform().mapRect(bounds); 709 710 // Layers only make sense if they are in the framebuffer's bounds 711 if (bounds.intersect(*mSnapshot->clipRect)) { 712 // We cannot work with sub-pixels in this case 713 bounds.snapToPixelBoundaries(); 714 715 // When the layer is not an FBO, we may use glCopyTexImage so we 716 // need to make sure the layer does not extend outside the bounds 717 // of the framebuffer 718 if (!bounds.intersect(mSnapshot->previous->viewport)) { 719 bounds.setEmpty(); 720 } else if (fboLayer) { 721 clip.set(bounds); 722 mat4 inverse; 723 inverse.loadInverse(currentTransform()); 724 inverse.mapRect(clip); 725 clip.snapToPixelBoundaries(); 726 if (clip.intersect(untransformedBounds)) { 727 clip.translate(-left, -top); 728 bounds.set(untransformedBounds); 729 } else { 730 clip.setEmpty(); 731 } 732 } 733 } else { 734 bounds.setEmpty(); 735 } 736 737 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 738 bounds.getHeight() > mCaches.maxTextureSize || 739 (fboLayer && clip.isEmpty())) { 740 mSnapshot->empty = fboLayer; 741 } else { 742 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 743 } 744 745 // Bail out if we won't draw in this snapshot 746 if (mSnapshot->invisible || mSnapshot->empty) { 747 return false; 748 } 749 750 mCaches.activeTexture(0); 751 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 752 if (!layer) { 753 return false; 754 } 755 756 layer->setAlpha(alpha, mode); 757 layer->layer.set(bounds); 758 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 759 bounds.getWidth() / float(layer->getWidth()), 0.0f); 760 layer->setColorFilter(mDrawModifiers.mColorFilter); 761 layer->setBlend(true); 762 layer->setDirty(false); 763 764 // Save the layer in the snapshot 765 mSnapshot->flags |= Snapshot::kFlagIsLayer; 766 mSnapshot->layer = layer; 767 768 if (fboLayer) { 769 return createFboLayer(layer, bounds, clip, previousFbo); 770 } else { 771 // Copy the framebuffer into the layer 772 layer->bindTexture(); 773 if (!bounds.isEmpty()) { 774 if (layer->isEmpty()) { 775 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 776 bounds.left, mSnapshot->height - bounds.bottom, 777 layer->getWidth(), layer->getHeight(), 0); 778 layer->setEmpty(false); 779 } else { 780 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 781 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 782 } 783 784 // Enqueue the buffer coordinates to clear the corresponding region later 785 mLayers.push(new Rect(bounds)); 786 } 787 } 788 789 return true; 790} 791 792bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 793 layer->clipRect.set(clip); 794 layer->setFbo(mCaches.fboCache.get()); 795 796 mSnapshot->region = &mSnapshot->layer->region; 797 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer | 798 Snapshot::kFlagDirtyOrtho; 799 mSnapshot->fbo = layer->getFbo(); 800 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 801 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 802 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 803 mSnapshot->height = bounds.getHeight(); 804 mSnapshot->orthoMatrix.load(mOrthoMatrix); 805 806 endTiling(); 807 debugOverdraw(false, false); 808 // Bind texture to FBO 809 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 810 layer->bindTexture(); 811 812 // Initialize the texture if needed 813 if (layer->isEmpty()) { 814 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 815 layer->setEmpty(false); 816 } 817 818 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 819 layer->getTexture(), 0); 820 821 startTiling(mSnapshot, true); 822 823 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 824 mCaches.enableScissor(); 825 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 826 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 827 glClear(GL_COLOR_BUFFER_BIT); 828 829 dirtyClip(); 830 831 // Change the ortho projection 832 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 833 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 834 835 return true; 836} 837 838/** 839 * Read the documentation of createLayer() before doing anything in this method. 840 */ 841void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 842 if (!current->layer) { 843 ALOGE("Attempting to compose a layer that does not exist"); 844 return; 845 } 846 847 Layer* layer = current->layer; 848 const Rect& rect = layer->layer; 849 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 850 851 if (fboLayer) { 852 endTiling(); 853 854 // Detach the texture from the FBO 855 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 856 857 layer->removeFbo(false); 858 859 // Unbind current FBO and restore previous one 860 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 861 debugOverdraw(true, false); 862 863 startTiling(previous); 864 } 865 866 if (!fboLayer && layer->getAlpha() < 255) { 867 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 868 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 869 // Required below, composeLayerRect() will divide by 255 870 layer->setAlpha(255); 871 } 872 873 mCaches.unbindMeshBuffer(); 874 875 mCaches.activeTexture(0); 876 877 // When the layer is stored in an FBO, we can save a bit of fillrate by 878 // drawing only the dirty region 879 if (fboLayer) { 880 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 881 if (layer->getColorFilter()) { 882 setupColorFilter(layer->getColorFilter()); 883 } 884 composeLayerRegion(layer, rect); 885 if (layer->getColorFilter()) { 886 resetColorFilter(); 887 } 888 } else if (!rect.isEmpty()) { 889 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 890 composeLayerRect(layer, rect, true); 891 } 892 893 dirtyClip(); 894 895 // Failing to add the layer to the cache should happen only if the layer is too large 896 if (!mCaches.layerCache.put(layer)) { 897 LAYER_LOGD("Deleting layer"); 898 Caches::getInstance().resourceCache.decrementRefcount(layer); 899 } 900} 901 902void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 903 float alpha = layer->getAlpha() / 255.0f; 904 905 setupDraw(); 906 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 907 setupDrawWithTexture(); 908 } else { 909 setupDrawWithExternalTexture(); 910 } 911 setupDrawTextureTransform(); 912 setupDrawColor(alpha, alpha, alpha, alpha); 913 setupDrawColorFilter(); 914 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 915 setupDrawProgram(); 916 setupDrawPureColorUniforms(); 917 setupDrawColorFilterUniforms(); 918 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 919 setupDrawTexture(layer->getTexture()); 920 } else { 921 setupDrawExternalTexture(layer->getTexture()); 922 } 923 if (currentTransform().isPureTranslate() && 924 layer->getWidth() == (uint32_t) rect.getWidth() && 925 layer->getHeight() == (uint32_t) rect.getHeight()) { 926 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 927 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 928 929 layer->setFilter(GL_NEAREST); 930 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 931 } else { 932 layer->setFilter(GL_LINEAR); 933 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 934 } 935 setupDrawTextureTransformUniforms(layer->getTexTransform()); 936 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 937 938 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 939 940 finishDrawTexture(); 941} 942 943void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 944 if (!layer->isTextureLayer()) { 945 const Rect& texCoords = layer->texCoords; 946 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 947 texCoords.right, texCoords.bottom); 948 949 float x = rect.left; 950 float y = rect.top; 951 bool simpleTransform = currentTransform().isPureTranslate() && 952 layer->getWidth() == (uint32_t) rect.getWidth() && 953 layer->getHeight() == (uint32_t) rect.getHeight(); 954 955 if (simpleTransform) { 956 // When we're swapping, the layer is already in screen coordinates 957 if (!swap) { 958 x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 959 y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 960 } 961 962 layer->setFilter(GL_NEAREST, true); 963 } else { 964 layer->setFilter(GL_LINEAR, true); 965 } 966 967 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 968 layer->getTexture(), layer->getAlpha() / 255.0f, 969 layer->getMode(), layer->isBlend(), 970 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 971 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 972 973 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 974 } else { 975 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 976 drawTextureLayer(layer, rect); 977 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 978 } 979} 980 981void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 982 if (layer->region.isRect()) { 983 layer->setRegionAsRect(); 984 985 composeLayerRect(layer, layer->regionRect); 986 987 layer->region.clear(); 988 return; 989 } 990 991 // TODO: See LayerRenderer.cpp::generateMesh() for important 992 // information about this implementation 993 if (CC_LIKELY(!layer->region.isEmpty())) { 994 size_t count; 995 const android::Rect* rects; 996 Region safeRegion; 997 if (CC_LIKELY(hasRectToRectTransform())) { 998 rects = layer->region.getArray(&count); 999 } else { 1000 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1001 rects = safeRegion.getArray(&count); 1002 } 1003 1004 const float alpha = layer->getAlpha() / 255.0f; 1005 const float texX = 1.0f / float(layer->getWidth()); 1006 const float texY = 1.0f / float(layer->getHeight()); 1007 const float height = rect.getHeight(); 1008 1009 setupDraw(); 1010 1011 // We must get (and therefore bind) the region mesh buffer 1012 // after we setup drawing in case we need to mess with the 1013 // stencil buffer in setupDraw() 1014 TextureVertex* mesh = mCaches.getRegionMesh(); 1015 GLsizei numQuads = 0; 1016 1017 setupDrawWithTexture(); 1018 setupDrawColor(alpha, alpha, alpha, alpha); 1019 setupDrawColorFilter(); 1020 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1021 setupDrawProgram(); 1022 setupDrawDirtyRegionsDisabled(); 1023 setupDrawPureColorUniforms(); 1024 setupDrawColorFilterUniforms(); 1025 setupDrawTexture(layer->getTexture()); 1026 if (currentTransform().isPureTranslate()) { 1027 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1028 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1029 1030 layer->setFilter(GL_NEAREST); 1031 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1032 } else { 1033 layer->setFilter(GL_LINEAR); 1034 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1035 } 1036 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 1037 1038 for (size_t i = 0; i < count; i++) { 1039 const android::Rect* r = &rects[i]; 1040 1041 const float u1 = r->left * texX; 1042 const float v1 = (height - r->top) * texY; 1043 const float u2 = r->right * texX; 1044 const float v2 = (height - r->bottom) * texY; 1045 1046 // TODO: Reject quads outside of the clip 1047 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1048 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1049 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1050 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1051 1052 numQuads++; 1053 1054 if (numQuads >= REGION_MESH_QUAD_COUNT) { 1055 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 1056 numQuads = 0; 1057 mesh = mCaches.getRegionMesh(); 1058 } 1059 } 1060 1061 if (numQuads > 0) { 1062 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 1063 } 1064 1065 finishDrawTexture(); 1066 1067#if DEBUG_LAYERS_AS_REGIONS 1068 drawRegionRects(layer->region); 1069#endif 1070 1071 layer->region.clear(); 1072 } 1073} 1074 1075void OpenGLRenderer::drawRegionRects(const Region& region) { 1076#if DEBUG_LAYERS_AS_REGIONS 1077 size_t count; 1078 const android::Rect* rects = region.getArray(&count); 1079 1080 uint32_t colors[] = { 1081 0x7fff0000, 0x7f00ff00, 1082 0x7f0000ff, 0x7fff00ff, 1083 }; 1084 1085 int offset = 0; 1086 int32_t top = rects[0].top; 1087 1088 for (size_t i = 0; i < count; i++) { 1089 if (top != rects[i].top) { 1090 offset ^= 0x2; 1091 top = rects[i].top; 1092 } 1093 1094 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1095 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1096 SkXfermode::kSrcOver_Mode); 1097 } 1098#endif 1099} 1100 1101void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color, 1102 SkXfermode::Mode mode, bool dirty) { 1103 int count = 0; 1104 Vector<float> rects; 1105 1106 SkRegion::Iterator it(region); 1107 while (!it.done()) { 1108 const SkIRect& r = it.rect(); 1109 rects.push(r.fLeft); 1110 rects.push(r.fTop); 1111 rects.push(r.fRight); 1112 rects.push(r.fBottom); 1113 count += 4; 1114 it.next(); 1115 } 1116 1117 drawColorRects(rects.array(), count, color, mode, true, dirty, false); 1118} 1119 1120void OpenGLRenderer::dirtyLayer(const float left, const float top, 1121 const float right, const float bottom, const mat4 transform) { 1122 if (hasLayer()) { 1123 Rect bounds(left, top, right, bottom); 1124 transform.mapRect(bounds); 1125 dirtyLayerUnchecked(bounds, getRegion()); 1126 } 1127} 1128 1129void OpenGLRenderer::dirtyLayer(const float left, const float top, 1130 const float right, const float bottom) { 1131 if (hasLayer()) { 1132 Rect bounds(left, top, right, bottom); 1133 dirtyLayerUnchecked(bounds, getRegion()); 1134 } 1135} 1136 1137void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1138 if (bounds.intersect(*mSnapshot->clipRect)) { 1139 bounds.snapToPixelBoundaries(); 1140 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1141 if (!dirty.isEmpty()) { 1142 region->orSelf(dirty); 1143 } 1144 } 1145} 1146 1147void OpenGLRenderer::clearLayerRegions() { 1148 const size_t count = mLayers.size(); 1149 if (count == 0) return; 1150 1151 if (!mSnapshot->isIgnored()) { 1152 // Doing several glScissor/glClear here can negatively impact 1153 // GPUs with a tiler architecture, instead we draw quads with 1154 // the Clear blending mode 1155 1156 // The list contains bounds that have already been clipped 1157 // against their initial clip rect, and the current clip 1158 // is likely different so we need to disable clipping here 1159 bool scissorChanged = mCaches.disableScissor(); 1160 1161 Vertex mesh[count * 6]; 1162 Vertex* vertex = mesh; 1163 1164 for (uint32_t i = 0; i < count; i++) { 1165 Rect* bounds = mLayers.itemAt(i); 1166 1167 Vertex::set(vertex++, bounds->left, bounds->bottom); 1168 Vertex::set(vertex++, bounds->left, bounds->top); 1169 Vertex::set(vertex++, bounds->right, bounds->top); 1170 Vertex::set(vertex++, bounds->left, bounds->bottom); 1171 Vertex::set(vertex++, bounds->right, bounds->top); 1172 Vertex::set(vertex++, bounds->right, bounds->bottom); 1173 1174 delete bounds; 1175 } 1176 // We must clear the list of dirty rects before we 1177 // call setupDraw() to prevent stencil setup to do 1178 // the same thing again 1179 mLayers.clear(); 1180 1181 setupDraw(false); 1182 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1183 setupDrawBlending(true, SkXfermode::kClear_Mode); 1184 setupDrawProgram(); 1185 setupDrawPureColorUniforms(); 1186 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1187 setupDrawVertices(&mesh[0].position[0]); 1188 1189 glDrawArrays(GL_TRIANGLES, 0, count * 6); 1190 1191 if (scissorChanged) mCaches.enableScissor(); 1192 } else { 1193 for (uint32_t i = 0; i < count; i++) { 1194 delete mLayers.itemAt(i); 1195 } 1196 mLayers.clear(); 1197 } 1198} 1199 1200/////////////////////////////////////////////////////////////////////////////// 1201// State Deferral 1202/////////////////////////////////////////////////////////////////////////////// 1203 1204void OpenGLRenderer::resetDrawModifiers() { 1205 mDrawModifiers.mShader = NULL; 1206 mDrawModifiers.mColorFilter = NULL; 1207 mDrawModifiers.mHasShadow = false; 1208 mDrawModifiers.mHasDrawFilter = false; 1209} 1210 1211bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1212 const Rect& currentClip = *(mSnapshot->clipRect); 1213 const mat4& currentMatrix = *(mSnapshot->transform); 1214 1215 if (stateDeferFlags & kStateDeferFlag_Draw) { 1216 // state has bounds initialized in local coordinates 1217 if (!state.mBounds.isEmpty()) { 1218 currentMatrix.mapRect(state.mBounds); 1219 if (!state.mBounds.intersect(currentClip)) { 1220 // quick rejected 1221 return true; 1222 } 1223 } else { 1224 state.mBounds.set(currentClip); 1225 } 1226 state.mDrawModifiers = mDrawModifiers; 1227 state.mAlpha = mSnapshot->alpha; 1228 } 1229 1230 if (stateDeferFlags & kStateDeferFlag_Clip) { 1231 state.mClip.set(currentClip); 1232 } else { 1233 state.mClip.setEmpty(); 1234 } 1235 1236 // transform always deferred 1237 state.mMatrix.load(currentMatrix); 1238 return false; 1239} 1240 1241void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, int stateDeferFlags) { 1242 currentTransform().load(state.mMatrix); 1243 1244 if (stateDeferFlags & kStateDeferFlag_Draw) { 1245 mDrawModifiers = state.mDrawModifiers; 1246 mSnapshot->alpha = state.mAlpha; 1247 } 1248 1249 if (!state.mClip.isEmpty()) { //stateDeferFlags & kStateDeferFlag_Clip) { 1250 mSnapshot->setClip(state.mClip.left, state.mClip.top, state.mClip.right, state.mClip.bottom); 1251 dirtyClip(); 1252 } 1253} 1254 1255/////////////////////////////////////////////////////////////////////////////// 1256// Transforms 1257/////////////////////////////////////////////////////////////////////////////// 1258 1259void OpenGLRenderer::translate(float dx, float dy) { 1260 currentTransform().translate(dx, dy, 0.0f); 1261} 1262 1263void OpenGLRenderer::rotate(float degrees) { 1264 currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f); 1265} 1266 1267void OpenGLRenderer::scale(float sx, float sy) { 1268 currentTransform().scale(sx, sy, 1.0f); 1269} 1270 1271void OpenGLRenderer::skew(float sx, float sy) { 1272 currentTransform().skew(sx, sy); 1273} 1274 1275void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1276 if (matrix) { 1277 currentTransform().load(*matrix); 1278 } else { 1279 currentTransform().loadIdentity(); 1280 } 1281} 1282 1283bool OpenGLRenderer::hasRectToRectTransform() { 1284 return CC_LIKELY(currentTransform().rectToRect()); 1285} 1286 1287void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1288 currentTransform().copyTo(*matrix); 1289} 1290 1291void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1292 SkMatrix transform; 1293 currentTransform().copyTo(transform); 1294 transform.preConcat(*matrix); 1295 currentTransform().load(transform); 1296} 1297 1298/////////////////////////////////////////////////////////////////////////////// 1299// Clipping 1300/////////////////////////////////////////////////////////////////////////////// 1301 1302void OpenGLRenderer::setScissorFromClip() { 1303 Rect clip(*mSnapshot->clipRect); 1304 clip.snapToPixelBoundaries(); 1305 1306 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1307 clip.getWidth(), clip.getHeight())) { 1308 mDirtyClip = false; 1309 } 1310} 1311 1312void OpenGLRenderer::ensureStencilBuffer() { 1313 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1314 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1315 // just hope we have one when hasLayer() returns false. 1316 if (hasLayer()) { 1317 attachStencilBufferToLayer(mSnapshot->layer); 1318 } 1319} 1320 1321void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1322 // The layer's FBO is already bound when we reach this stage 1323 if (!layer->getStencilRenderBuffer()) { 1324 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1325 // is attached after we initiated tiling. We must turn it off, 1326 // attach the new render buffer then turn tiling back on 1327 endTiling(); 1328 1329 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1330 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1331 layer->setStencilRenderBuffer(buffer); 1332 1333 startTiling(layer->clipRect, layer->layer.getHeight()); 1334 } 1335} 1336 1337void OpenGLRenderer::setStencilFromClip() { 1338 if (!mCaches.debugOverdraw) { 1339 if (!mSnapshot->clipRegion->isEmpty()) { 1340 // NOTE: The order here is important, we must set dirtyClip to false 1341 // before any draw call to avoid calling back into this method 1342 mDirtyClip = false; 1343 1344 ensureStencilBuffer(); 1345 1346 mCaches.stencil.enableWrite(); 1347 1348 // Clear the stencil but first make sure we restrict drawing 1349 // to the region's bounds 1350 bool resetScissor = mCaches.enableScissor(); 1351 if (resetScissor) { 1352 // The scissor was not set so we now need to update it 1353 setScissorFromClip(); 1354 } 1355 mCaches.stencil.clear(); 1356 if (resetScissor) mCaches.disableScissor(); 1357 1358 // NOTE: We could use the region contour path to generate a smaller mesh 1359 // Since we are using the stencil we could use the red book path 1360 // drawing technique. It might increase bandwidth usage though. 1361 1362 // The last parameter is important: we are not drawing in the color buffer 1363 // so we don't want to dirty the current layer, if any 1364 drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false); 1365 1366 mCaches.stencil.enableTest(); 1367 1368 // Draw the region used to generate the stencil if the appropriate debug 1369 // mode is enabled 1370 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1371 drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode); 1372 } 1373 } else { 1374 mCaches.stencil.disable(); 1375 } 1376 } 1377} 1378 1379const Rect& OpenGLRenderer::getClipBounds() { 1380 return mSnapshot->getLocalClip(); 1381} 1382 1383bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) { 1384 if (mSnapshot->isIgnored()) { 1385 return true; 1386 } 1387 1388 Rect r(left, top, right, bottom); 1389 currentTransform().mapRect(r); 1390 r.snapToPixelBoundaries(); 1391 1392 Rect clipRect(*mSnapshot->clipRect); 1393 clipRect.snapToPixelBoundaries(); 1394 1395 return !clipRect.intersects(r); 1396} 1397 1398bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1399 Rect& transformed, Rect& clip) { 1400 if (mSnapshot->isIgnored()) { 1401 return true; 1402 } 1403 1404 transformed.set(left, top, right, bottom); 1405 currentTransform().mapRect(transformed); 1406 transformed.snapToPixelBoundaries(); 1407 1408 clip.set(*mSnapshot->clipRect); 1409 clip.snapToPixelBoundaries(); 1410 1411 return !clip.intersects(transformed); 1412} 1413 1414bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, 1415 SkPaint* paint) { 1416 if (paint->getStyle() != SkPaint::kFill_Style) { 1417 float outset = paint->getStrokeWidth() * 0.5f; 1418 return quickReject(left - outset, top - outset, right + outset, bottom + outset); 1419 } else { 1420 return quickReject(left, top, right, bottom); 1421 } 1422} 1423 1424bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1425 if (mSnapshot->isIgnored() || bottom <= top || right <= left) { 1426 return true; 1427 } 1428 1429 Rect r(left, top, right, bottom); 1430 currentTransform().mapRect(r); 1431 r.snapToPixelBoundaries(); 1432 1433 Rect clipRect(*mSnapshot->clipRect); 1434 clipRect.snapToPixelBoundaries(); 1435 1436 bool rejected = !clipRect.intersects(r); 1437 if (!isDeferred() && !rejected) { 1438 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r)); 1439 } 1440 1441 return rejected; 1442} 1443 1444void OpenGLRenderer::debugClip() { 1445#if DEBUG_CLIP_REGIONS 1446 if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) { 1447 drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode); 1448 } 1449#endif 1450} 1451 1452bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1453 if (CC_LIKELY(currentTransform().rectToRect())) { 1454 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1455 if (clipped) { 1456 dirtyClip(); 1457 } 1458 return !mSnapshot->clipRect->isEmpty(); 1459 } 1460 1461 SkPath path; 1462 path.addRect(left, top, right, bottom); 1463 1464 return clipPath(&path, op); 1465} 1466 1467bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) { 1468 SkMatrix transform; 1469 currentTransform().copyTo(transform); 1470 1471 SkPath transformed; 1472 path->transform(transform, &transformed); 1473 1474 SkRegion clip; 1475 if (!mSnapshot->clipRegion->isEmpty()) { 1476 clip.setRegion(*mSnapshot->clipRegion); 1477 } else { 1478 Rect* bounds = mSnapshot->clipRect; 1479 clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom); 1480 } 1481 1482 SkRegion region; 1483 region.setPath(transformed, clip); 1484 1485 bool clipped = mSnapshot->clipRegionTransformed(region, op); 1486 if (clipped) { 1487 dirtyClip(); 1488 } 1489 return !mSnapshot->clipRect->isEmpty(); 1490} 1491 1492bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) { 1493 bool clipped = mSnapshot->clipRegionTransformed(*region, op); 1494 if (clipped) { 1495 dirtyClip(); 1496 } 1497 return !mSnapshot->clipRect->isEmpty(); 1498} 1499 1500Rect* OpenGLRenderer::getClipRect() { 1501 return mSnapshot->clipRect; 1502} 1503 1504/////////////////////////////////////////////////////////////////////////////// 1505// Drawing commands 1506/////////////////////////////////////////////////////////////////////////////// 1507 1508void OpenGLRenderer::setupDraw(bool clear) { 1509 // TODO: It would be best if we could do this before quickReject() 1510 // changes the scissor test state 1511 if (clear) clearLayerRegions(); 1512 // Make sure setScissor & setStencil happen at the beginning of 1513 // this method 1514 if (mDirtyClip) { 1515 if (mCaches.scissorEnabled) { 1516 setScissorFromClip(); 1517 } 1518 setStencilFromClip(); 1519 } 1520 1521 mDescription.reset(); 1522 1523 mSetShaderColor = false; 1524 mColorSet = false; 1525 mColorA = mColorR = mColorG = mColorB = 0.0f; 1526 mTextureUnit = 0; 1527 mTrackDirtyRegions = true; 1528 1529 // Enable debug highlight when what we're about to draw is tested against 1530 // the stencil buffer and if stencil highlight debugging is on 1531 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1532 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1533 mCaches.stencil.isTestEnabled(); 1534} 1535 1536void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1537 mDescription.hasTexture = true; 1538 mDescription.hasAlpha8Texture = isAlpha8; 1539} 1540 1541void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1542 mDescription.hasTexture = true; 1543 mDescription.hasColors = true; 1544 mDescription.hasAlpha8Texture = isAlpha8; 1545} 1546 1547void OpenGLRenderer::setupDrawWithExternalTexture() { 1548 mDescription.hasExternalTexture = true; 1549} 1550 1551void OpenGLRenderer::setupDrawNoTexture() { 1552 mCaches.disableTexCoordsVertexArray(); 1553} 1554 1555void OpenGLRenderer::setupDrawAA() { 1556 mDescription.isAA = true; 1557} 1558 1559void OpenGLRenderer::setupDrawPoint(float pointSize) { 1560 mDescription.isPoint = true; 1561 mDescription.pointSize = pointSize; 1562} 1563 1564void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1565 mColorA = alpha / 255.0f; 1566 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1567 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1568 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1569 mColorSet = true; 1570 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1571} 1572 1573void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1574 mColorA = alpha / 255.0f; 1575 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1576 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1577 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1578 mColorSet = true; 1579 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1580} 1581 1582void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1583 mCaches.fontRenderer->describe(mDescription, paint); 1584} 1585 1586void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1587 mColorA = a; 1588 mColorR = r; 1589 mColorG = g; 1590 mColorB = b; 1591 mColorSet = true; 1592 mSetShaderColor = mDescription.setColor(r, g, b, a); 1593} 1594 1595void OpenGLRenderer::setupDrawShader() { 1596 if (mDrawModifiers.mShader) { 1597 mDrawModifiers.mShader->describe(mDescription, mExtensions); 1598 } 1599} 1600 1601void OpenGLRenderer::setupDrawColorFilter() { 1602 if (mDrawModifiers.mColorFilter) { 1603 mDrawModifiers.mColorFilter->describe(mDescription, mExtensions); 1604 } 1605} 1606 1607void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1608 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1609 mColorA = 1.0f; 1610 mColorR = mColorG = mColorB = 0.0f; 1611 mSetShaderColor = mDescription.modulate = true; 1612 } 1613} 1614 1615void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1616 // When the blending mode is kClear_Mode, we need to use a modulate color 1617 // argb=1,0,0,0 1618 accountForClear(mode); 1619 bool blend = (mColorSet && mColorA < 1.0f) || 1620 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()); 1621 chooseBlending(blend, mode, mDescription, swapSrcDst); 1622} 1623 1624void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1625 // When the blending mode is kClear_Mode, we need to use a modulate color 1626 // argb=1,0,0,0 1627 accountForClear(mode); 1628 blend |= (mColorSet && mColorA < 1.0f) || 1629 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || 1630 (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend()); 1631 chooseBlending(blend, mode, mDescription, swapSrcDst); 1632} 1633 1634void OpenGLRenderer::setupDrawProgram() { 1635 useProgram(mCaches.programCache.get(mDescription)); 1636} 1637 1638void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1639 mTrackDirtyRegions = false; 1640} 1641 1642void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1643 bool ignoreTransform) { 1644 mModelView.loadTranslate(left, top, 0.0f); 1645 if (!ignoreTransform) { 1646 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1647 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform()); 1648 } else { 1649 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1650 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1651 } 1652} 1653 1654void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1655 mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset); 1656} 1657 1658void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1659 bool ignoreTransform, bool ignoreModelView) { 1660 if (!ignoreModelView) { 1661 mModelView.loadTranslate(left, top, 0.0f); 1662 mModelView.scale(right - left, bottom - top, 1.0f); 1663 } else { 1664 mModelView.loadIdentity(); 1665 } 1666 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1667 if (!ignoreTransform) { 1668 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1669 if (mTrackDirtyRegions && dirty) { 1670 dirtyLayer(left, top, right, bottom, currentTransform()); 1671 } 1672 } else { 1673 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1674 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1675 } 1676} 1677 1678void OpenGLRenderer::setupDrawPointUniforms() { 1679 int slot = mCaches.currentProgram->getUniform("pointSize"); 1680 glUniform1f(slot, mDescription.pointSize); 1681} 1682 1683void OpenGLRenderer::setupDrawColorUniforms() { 1684 if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) { 1685 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1686 } 1687} 1688 1689void OpenGLRenderer::setupDrawPureColorUniforms() { 1690 if (mSetShaderColor) { 1691 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1692 } 1693} 1694 1695void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1696 if (mDrawModifiers.mShader) { 1697 if (ignoreTransform) { 1698 mModelView.loadInverse(currentTransform()); 1699 } 1700 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1701 mModelView, *mSnapshot, &mTextureUnit); 1702 } 1703} 1704 1705void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1706 if (mDrawModifiers.mShader) { 1707 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1708 mat4::identity(), *mSnapshot, &mTextureUnit); 1709 } 1710} 1711 1712void OpenGLRenderer::setupDrawColorFilterUniforms() { 1713 if (mDrawModifiers.mColorFilter) { 1714 mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram); 1715 } 1716} 1717 1718void OpenGLRenderer::setupDrawTextGammaUniforms() { 1719 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1720} 1721 1722void OpenGLRenderer::setupDrawSimpleMesh() { 1723 bool force = mCaches.bindMeshBuffer(); 1724 mCaches.bindPositionVertexPointer(force, 0); 1725 mCaches.unbindIndicesBuffer(); 1726} 1727 1728void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1729 bindTexture(texture); 1730 mTextureUnit++; 1731 mCaches.enableTexCoordsVertexArray(); 1732} 1733 1734void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1735 bindExternalTexture(texture); 1736 mTextureUnit++; 1737 mCaches.enableTexCoordsVertexArray(); 1738} 1739 1740void OpenGLRenderer::setupDrawTextureTransform() { 1741 mDescription.hasTextureTransform = true; 1742} 1743 1744void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1745 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1746 GL_FALSE, &transform.data[0]); 1747} 1748 1749void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1750 bool force = false; 1751 if (!vertices) { 1752 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1753 } else { 1754 force = mCaches.unbindMeshBuffer(); 1755 } 1756 1757 mCaches.bindPositionVertexPointer(force, vertices); 1758 if (mCaches.currentProgram->texCoords >= 0) { 1759 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1760 } 1761 1762 mCaches.unbindIndicesBuffer(); 1763} 1764 1765void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) { 1766 bool force = mCaches.unbindMeshBuffer(); 1767 GLsizei stride = sizeof(ColorTextureVertex); 1768 1769 mCaches.bindPositionVertexPointer(force, vertices, stride); 1770 if (mCaches.currentProgram->texCoords >= 0) { 1771 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1772 } 1773 int slot = mCaches.currentProgram->getAttrib("colors"); 1774 if (slot >= 0) { 1775 glEnableVertexAttribArray(slot); 1776 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1777 } 1778 1779 mCaches.unbindIndicesBuffer(); 1780} 1781 1782void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1783 bool force = mCaches.unbindMeshBuffer(); 1784 mCaches.bindPositionVertexPointer(force, vertices); 1785 if (mCaches.currentProgram->texCoords >= 0) { 1786 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1787 } 1788} 1789 1790void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1791 bool force = mCaches.unbindMeshBuffer(); 1792 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1793 mCaches.unbindIndicesBuffer(); 1794} 1795 1796void OpenGLRenderer::finishDrawTexture() { 1797} 1798 1799/////////////////////////////////////////////////////////////////////////////// 1800// Drawing 1801/////////////////////////////////////////////////////////////////////////////// 1802 1803status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty, 1804 int32_t replayFlags) { 1805 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1806 // will be performed by the display list itself 1807 if (displayList && displayList->isRenderable()) { 1808 if (true || CC_UNLIKELY(mCaches.drawDeferDisabled)) { // NOTE: temporary workaround 1809 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1810 displayList->replay(replayStruct, 0); 1811 return replayStruct.mDrawGlStatus; 1812 } 1813 1814 DeferredDisplayList deferredList; 1815 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1816 displayList->defer(deferStruct, 0); 1817 return deferredList.flush(*this, dirty); 1818 } 1819 1820 return DrawGlInfo::kStatusDone; 1821} 1822 1823void OpenGLRenderer::outputDisplayList(DisplayList* displayList) { 1824 if (displayList) { 1825 displayList->output(1); 1826 } 1827} 1828 1829void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1830 int alpha; 1831 SkXfermode::Mode mode; 1832 getAlphaAndMode(paint, &alpha, &mode); 1833 1834 int color = paint != NULL ? paint->getColor() : 0; 1835 1836 float x = left; 1837 float y = top; 1838 1839 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1840 1841 bool ignoreTransform = false; 1842 if (currentTransform().isPureTranslate()) { 1843 x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 1844 y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 1845 ignoreTransform = true; 1846 1847 texture->setFilter(GL_NEAREST, true); 1848 } else { 1849 texture->setFilter(FILTER(paint), true); 1850 } 1851 1852 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1853 paint != NULL, color, alpha, mode, (GLvoid*) NULL, 1854 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 1855} 1856 1857status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1858 const float right = left + bitmap->width(); 1859 const float bottom = top + bitmap->height(); 1860 1861 if (quickReject(left, top, right, bottom)) { 1862 return DrawGlInfo::kStatusDone; 1863 } 1864 1865 mCaches.activeTexture(0); 1866 Texture* texture = mCaches.textureCache.get(bitmap); 1867 if (!texture) return DrawGlInfo::kStatusDone; 1868 const AutoTexture autoCleanup(texture); 1869 1870 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1871 drawAlphaBitmap(texture, left, top, paint); 1872 } else { 1873 drawTextureRect(left, top, right, bottom, texture, paint); 1874 } 1875 1876 return DrawGlInfo::kStatusDrew; 1877} 1878 1879status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1880 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1881 const mat4 transform(*matrix); 1882 transform.mapRect(r); 1883 1884 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1885 return DrawGlInfo::kStatusDone; 1886 } 1887 1888 mCaches.activeTexture(0); 1889 Texture* texture = mCaches.textureCache.get(bitmap); 1890 if (!texture) return DrawGlInfo::kStatusDone; 1891 const AutoTexture autoCleanup(texture); 1892 1893 // This could be done in a cheaper way, all we need is pass the matrix 1894 // to the vertex shader. The save/restore is a bit overkill. 1895 save(SkCanvas::kMatrix_SaveFlag); 1896 concatMatrix(matrix); 1897 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1898 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 1899 } else { 1900 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1901 } 1902 restore(); 1903 1904 return DrawGlInfo::kStatusDrew; 1905} 1906 1907status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1908 const float right = left + bitmap->width(); 1909 const float bottom = top + bitmap->height(); 1910 1911 if (quickReject(left, top, right, bottom)) { 1912 return DrawGlInfo::kStatusDone; 1913 } 1914 1915 mCaches.activeTexture(0); 1916 Texture* texture = mCaches.textureCache.getTransient(bitmap); 1917 const AutoTexture autoCleanup(texture); 1918 1919 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1920 drawAlphaBitmap(texture, left, top, paint); 1921 } else { 1922 drawTextureRect(left, top, right, bottom, texture, paint); 1923 } 1924 1925 return DrawGlInfo::kStatusDrew; 1926} 1927 1928status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1929 float* vertices, int* colors, SkPaint* paint) { 1930 if (!vertices || mSnapshot->isIgnored()) { 1931 return DrawGlInfo::kStatusDone; 1932 } 1933 1934 float left = FLT_MAX; 1935 float top = FLT_MAX; 1936 float right = FLT_MIN; 1937 float bottom = FLT_MIN; 1938 1939 const uint32_t count = meshWidth * meshHeight * 6; 1940 1941 ColorTextureVertex mesh[count]; 1942 ColorTextureVertex* vertex = mesh; 1943 1944 bool cleanupColors = false; 1945 if (!colors) { 1946 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 1947 colors = new int[colorsCount]; 1948 memset(colors, 0xff, colorsCount * sizeof(int)); 1949 cleanupColors = true; 1950 } 1951 1952 for (int32_t y = 0; y < meshHeight; y++) { 1953 for (int32_t x = 0; x < meshWidth; x++) { 1954 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1955 1956 float u1 = float(x) / meshWidth; 1957 float u2 = float(x + 1) / meshWidth; 1958 float v1 = float(y) / meshHeight; 1959 float v2 = float(y + 1) / meshHeight; 1960 1961 int ax = i + (meshWidth + 1) * 2; 1962 int ay = ax + 1; 1963 int bx = i; 1964 int by = bx + 1; 1965 int cx = i + 2; 1966 int cy = cx + 1; 1967 int dx = i + (meshWidth + 1) * 2 + 2; 1968 int dy = dx + 1; 1969 1970 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 1971 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 1972 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 1973 1974 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 1975 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 1976 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 1977 1978 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1979 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1980 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1981 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1982 } 1983 } 1984 1985 if (quickReject(left, top, right, bottom)) { 1986 if (cleanupColors) delete[] colors; 1987 return DrawGlInfo::kStatusDone; 1988 } 1989 1990 mCaches.activeTexture(0); 1991 Texture* texture = mCaches.textureCache.get(bitmap); 1992 if (!texture) { 1993 if (cleanupColors) delete[] colors; 1994 return DrawGlInfo::kStatusDone; 1995 } 1996 const AutoTexture autoCleanup(texture); 1997 1998 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1999 texture->setFilter(FILTER(paint), true); 2000 2001 int alpha; 2002 SkXfermode::Mode mode; 2003 getAlphaAndMode(paint, &alpha, &mode); 2004 2005 float a = alpha / 255.0f; 2006 2007 if (hasLayer()) { 2008 dirtyLayer(left, top, right, bottom, currentTransform()); 2009 } 2010 2011 setupDraw(); 2012 setupDrawWithTextureAndColor(); 2013 setupDrawColor(a, a, a, a); 2014 setupDrawColorFilter(); 2015 setupDrawBlending(true, mode, false); 2016 setupDrawProgram(); 2017 setupDrawDirtyRegionsDisabled(); 2018 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false); 2019 setupDrawTexture(texture->id); 2020 setupDrawPureColorUniforms(); 2021 setupDrawColorFilterUniforms(); 2022 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]); 2023 2024 glDrawArrays(GL_TRIANGLES, 0, count); 2025 2026 finishDrawTexture(); 2027 2028 int slot = mCaches.currentProgram->getAttrib("colors"); 2029 if (slot >= 0) { 2030 glDisableVertexAttribArray(slot); 2031 } 2032 2033 if (cleanupColors) delete[] colors; 2034 2035 return DrawGlInfo::kStatusDrew; 2036} 2037 2038status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 2039 float srcLeft, float srcTop, float srcRight, float srcBottom, 2040 float dstLeft, float dstTop, float dstRight, float dstBottom, 2041 SkPaint* paint) { 2042 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 2043 return DrawGlInfo::kStatusDone; 2044 } 2045 2046 mCaches.activeTexture(0); 2047 Texture* texture = mCaches.textureCache.get(bitmap); 2048 if (!texture) return DrawGlInfo::kStatusDone; 2049 const AutoTexture autoCleanup(texture); 2050 2051 const float width = texture->width; 2052 const float height = texture->height; 2053 2054 const float u1 = fmax(0.0f, srcLeft / width); 2055 const float v1 = fmax(0.0f, srcTop / height); 2056 const float u2 = fmin(1.0f, srcRight / width); 2057 const float v2 = fmin(1.0f, srcBottom / height); 2058 2059 mCaches.unbindMeshBuffer(); 2060 resetDrawTextureTexCoords(u1, v1, u2, v2); 2061 2062 int alpha; 2063 SkXfermode::Mode mode; 2064 getAlphaAndMode(paint, &alpha, &mode); 2065 2066 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2067 2068 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2069 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2070 2071 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2072 // Apply a scale transform on the canvas only when a shader is in use 2073 // Skia handles the ratio between the dst and src rects as a scale factor 2074 // when a shader is set 2075 bool useScaleTransform = mDrawModifiers.mShader && scaled; 2076 bool ignoreTransform = false; 2077 2078 if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) { 2079 float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f); 2080 float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f); 2081 2082 dstRight = x + (dstRight - dstLeft); 2083 dstBottom = y + (dstBottom - dstTop); 2084 2085 dstLeft = x; 2086 dstTop = y; 2087 2088 texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true); 2089 ignoreTransform = true; 2090 } else { 2091 texture->setFilter(FILTER(paint), true); 2092 } 2093 2094 if (CC_UNLIKELY(useScaleTransform)) { 2095 save(SkCanvas::kMatrix_SaveFlag); 2096 translate(dstLeft, dstTop); 2097 scale(scaleX, scaleY); 2098 2099 dstLeft = 0.0f; 2100 dstTop = 0.0f; 2101 2102 dstRight = srcRight - srcLeft; 2103 dstBottom = srcBottom - srcTop; 2104 } 2105 2106 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2107 int color = paint ? paint->getColor() : 0; 2108 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2109 texture->id, paint != NULL, color, alpha, mode, 2110 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2111 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2112 } else { 2113 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2114 texture->id, alpha / 255.0f, mode, texture->blend, 2115 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2116 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2117 } 2118 2119 if (CC_UNLIKELY(useScaleTransform)) { 2120 restore(); 2121 } 2122 2123 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2124 2125 return DrawGlInfo::kStatusDrew; 2126} 2127 2128status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 2129 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 2130 float left, float top, float right, float bottom, SkPaint* paint) { 2131 int alpha; 2132 SkXfermode::Mode mode; 2133 getAlphaAndModeDirect(paint, &alpha, &mode); 2134 2135 return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors, 2136 left, top, right, bottom, alpha, mode); 2137} 2138 2139status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 2140 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 2141 float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) { 2142 if (quickReject(left, top, right, bottom)) { 2143 return DrawGlInfo::kStatusDone; 2144 } 2145 2146 alpha *= mSnapshot->alpha; 2147 2148 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 2149 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 2150 2151 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2152 mCaches.activeTexture(0); 2153 Texture* texture = mCaches.textureCache.get(bitmap); 2154 if (!texture) return DrawGlInfo::kStatusDone; 2155 const AutoTexture autoCleanup(texture); 2156 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2157 texture->setFilter(GL_LINEAR, true); 2158 2159 const bool pureTranslate = currentTransform().isPureTranslate(); 2160 // Mark the current layer dirty where we are going to draw the patch 2161 if (hasLayer() && mesh->hasEmptyQuads) { 2162 const float offsetX = left + currentTransform().getTranslateX(); 2163 const float offsetY = top + currentTransform().getTranslateY(); 2164 const size_t count = mesh->quads.size(); 2165 for (size_t i = 0; i < count; i++) { 2166 const Rect& bounds = mesh->quads.itemAt(i); 2167 if (CC_LIKELY(pureTranslate)) { 2168 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2169 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2170 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2171 } else { 2172 dirtyLayer(left + bounds.left, top + bounds.top, 2173 left + bounds.right, top + bounds.bottom, currentTransform()); 2174 } 2175 } 2176 } 2177 2178 if (CC_LIKELY(pureTranslate)) { 2179 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2180 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2181 2182 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 2183 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 2184 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 2185 true, !mesh->hasEmptyQuads); 2186 } else { 2187 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 2188 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 2189 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 2190 true, !mesh->hasEmptyQuads); 2191 } 2192 } 2193 2194 return DrawGlInfo::kStatusDrew; 2195} 2196 2197status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint, 2198 bool useOffset) { 2199 if (!vertexBuffer.getSize()) { 2200 // no vertices to draw 2201 return DrawGlInfo::kStatusDone; 2202 } 2203 2204 int color = paint->getColor(); 2205 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 2206 bool isAA = paint->isAntiAlias(); 2207 2208 setupDraw(); 2209 setupDrawNoTexture(); 2210 if (isAA) setupDrawAA(); 2211 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2212 setupDrawColorFilter(); 2213 setupDrawShader(); 2214 setupDrawBlending(isAA, mode); 2215 setupDrawProgram(); 2216 setupDrawModelViewIdentity(useOffset); 2217 setupDrawColorUniforms(); 2218 setupDrawColorFilterUniforms(); 2219 setupDrawShaderIdentityUniforms(); 2220 2221 void* vertices = vertexBuffer.getBuffer(); 2222 bool force = mCaches.unbindMeshBuffer(); 2223 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2224 mCaches.resetTexCoordsVertexPointer(); 2225 mCaches.unbindIndicesBuffer(); 2226 2227 int alphaSlot = -1; 2228 if (isAA) { 2229 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2230 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2231 2232 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2233 glEnableVertexAttribArray(alphaSlot); 2234 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2235 } 2236 2237 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize()); 2238 2239 if (isAA) { 2240 glDisableVertexAttribArray(alphaSlot); 2241 } 2242 2243 return DrawGlInfo::kStatusDrew; 2244} 2245 2246/** 2247 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2248 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2249 * screen space in all directions. However, instead of using a fragment shader to compute the 2250 * translucency of the color from its position, we simply use a varying parameter to define how far 2251 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2252 * 2253 * Doesn't yet support joins, caps, or path effects. 2254 */ 2255status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { 2256 VertexBuffer vertexBuffer; 2257 // TODO: try clipping large paths to viewport 2258 PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer); 2259 2260 if (hasLayer()) { 2261 SkRect bounds = path.getBounds(); 2262 PathTessellator::expandBoundsForStroke(bounds, paint, false); 2263 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2264 } 2265 2266 return drawVertexBuffer(vertexBuffer, paint); 2267} 2268 2269/** 2270 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2271 * and additional geometry for defining an alpha slope perimeter. 2272 * 2273 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2274 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2275 * in-shader alpha region, but found it to be taxing on some GPUs. 2276 * 2277 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2278 * memory transfer by removing need for degenerate vertices. 2279 */ 2280status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 2281 if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2282 2283 count &= ~0x3; // round down to nearest four 2284 2285 VertexBuffer buffer; 2286 SkRect bounds; 2287 PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer); 2288 2289 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2290 return DrawGlInfo::kStatusDone; 2291 } 2292 2293 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2294 2295 bool useOffset = !paint->isAntiAlias(); 2296 return drawVertexBuffer(buffer, paint, useOffset); 2297} 2298 2299status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2300 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2301 2302 // TODO: The paint's cap style defines whether the points are square or circular 2303 // TODO: Handle AA for round points 2304 2305 // A stroke width of 0 has a special meaning in Skia: 2306 // it draws an unscaled 1px point 2307 float strokeWidth = paint->getStrokeWidth(); 2308 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 2309 if (isHairLine) { 2310 // Now that we know it's hairline, we can set the effective width, to be used later 2311 strokeWidth = 1.0f; 2312 } 2313 const float halfWidth = strokeWidth / 2; 2314 2315 int alpha; 2316 SkXfermode::Mode mode; 2317 getAlphaAndMode(paint, &alpha, &mode); 2318 2319 int verticesCount = count >> 1; 2320 int generatedVerticesCount = 0; 2321 2322 TextureVertex pointsData[verticesCount]; 2323 TextureVertex* vertex = &pointsData[0]; 2324 2325 // TODO: We should optimize this method to not generate vertices for points 2326 // that lie outside of the clip. 2327 mCaches.enableScissor(); 2328 2329 setupDraw(); 2330 setupDrawNoTexture(); 2331 setupDrawPoint(strokeWidth); 2332 setupDrawColor(paint->getColor(), alpha); 2333 setupDrawColorFilter(); 2334 setupDrawShader(); 2335 setupDrawBlending(mode); 2336 setupDrawProgram(); 2337 setupDrawModelViewIdentity(true); 2338 setupDrawColorUniforms(); 2339 setupDrawColorFilterUniforms(); 2340 setupDrawPointUniforms(); 2341 setupDrawShaderIdentityUniforms(); 2342 setupDrawMesh(vertex); 2343 2344 for (int i = 0; i < count; i += 2) { 2345 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 2346 generatedVerticesCount++; 2347 2348 float left = points[i] - halfWidth; 2349 float right = points[i] + halfWidth; 2350 float top = points[i + 1] - halfWidth; 2351 float bottom = points [i + 1] + halfWidth; 2352 2353 dirtyLayer(left, top, right, bottom, currentTransform()); 2354 } 2355 2356 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 2357 2358 return DrawGlInfo::kStatusDrew; 2359} 2360 2361status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2362 // No need to check against the clip, we fill the clip region 2363 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2364 2365 Rect& clip(*mSnapshot->clipRect); 2366 clip.snapToPixelBoundaries(); 2367 2368 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2369 2370 return DrawGlInfo::kStatusDrew; 2371} 2372 2373status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2374 SkPaint* paint) { 2375 if (!texture) return DrawGlInfo::kStatusDone; 2376 const AutoTexture autoCleanup(texture); 2377 2378 const float x = left + texture->left - texture->offset; 2379 const float y = top + texture->top - texture->offset; 2380 2381 drawPathTexture(texture, x, y, paint); 2382 2383 return DrawGlInfo::kStatusDrew; 2384} 2385 2386status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2387 float rx, float ry, SkPaint* p) { 2388 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2389 return DrawGlInfo::kStatusDone; 2390 } 2391 2392 if (p->getPathEffect() != 0) { 2393 mCaches.activeTexture(0); 2394 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2395 right - left, bottom - top, rx, ry, p); 2396 return drawShape(left, top, texture, p); 2397 } 2398 2399 SkPath path; 2400 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2401 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2402 float outset = p->getStrokeWidth() / 2; 2403 rect.outset(outset, outset); 2404 rx += outset; 2405 ry += outset; 2406 } 2407 path.addRoundRect(rect, rx, ry); 2408 return drawConvexPath(path, p); 2409} 2410 2411status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2412 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, 2413 x + radius, y + radius, p)) { 2414 return DrawGlInfo::kStatusDone; 2415 } 2416 if (p->getPathEffect() != 0) { 2417 mCaches.activeTexture(0); 2418 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2419 return drawShape(x - radius, y - radius, texture, p); 2420 } 2421 2422 SkPath path; 2423 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2424 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2425 } else { 2426 path.addCircle(x, y, radius); 2427 } 2428 return drawConvexPath(path, p); 2429} 2430 2431status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2432 SkPaint* p) { 2433 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2434 return DrawGlInfo::kStatusDone; 2435 } 2436 2437 if (p->getPathEffect() != 0) { 2438 mCaches.activeTexture(0); 2439 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2440 return drawShape(left, top, texture, p); 2441 } 2442 2443 SkPath path; 2444 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2445 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2446 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2447 } 2448 path.addOval(rect); 2449 return drawConvexPath(path, p); 2450} 2451 2452status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2453 float startAngle, float sweepAngle, bool useCenter, SkPaint* p) { 2454 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2455 return DrawGlInfo::kStatusDone; 2456 } 2457 2458 if (fabs(sweepAngle) >= 360.0f) { 2459 return drawOval(left, top, right, bottom, p); 2460 } 2461 2462 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2463 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2464 mCaches.activeTexture(0); 2465 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2466 startAngle, sweepAngle, useCenter, p); 2467 return drawShape(left, top, texture, p); 2468 } 2469 2470 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2471 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2472 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2473 } 2474 2475 SkPath path; 2476 if (useCenter) { 2477 path.moveTo(rect.centerX(), rect.centerY()); 2478 } 2479 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2480 if (useCenter) { 2481 path.close(); 2482 } 2483 return drawConvexPath(path, p); 2484} 2485 2486// See SkPaintDefaults.h 2487#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2488 2489status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2490 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2491 return DrawGlInfo::kStatusDone; 2492 } 2493 2494 if (p->getStyle() != SkPaint::kFill_Style) { 2495 // only fill style is supported by drawConvexPath, since others have to handle joins 2496 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2497 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2498 mCaches.activeTexture(0); 2499 const PathTexture* texture = 2500 mCaches.pathCache.getRect(right - left, bottom - top, p); 2501 return drawShape(left, top, texture, p); 2502 } 2503 2504 SkPath path; 2505 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2506 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2507 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2508 } 2509 path.addRect(rect); 2510 return drawConvexPath(path, p); 2511 } 2512 2513 if (p->isAntiAlias() && !currentTransform().isSimple()) { 2514 SkPath path; 2515 path.addRect(left, top, right, bottom); 2516 return drawConvexPath(path, p); 2517 } else { 2518 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2519 return DrawGlInfo::kStatusDrew; 2520 } 2521} 2522 2523void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2524 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2525 float x, float y) { 2526 mCaches.activeTexture(0); 2527 2528 // NOTE: The drop shadow will not perform gamma correction 2529 // if shader-based correction is enabled 2530 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2531 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2532 paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions); 2533 const AutoTexture autoCleanup(shadow); 2534 2535 const float sx = x - shadow->left + mDrawModifiers.mShadowDx; 2536 const float sy = y - shadow->top + mDrawModifiers.mShadowDy; 2537 2538 const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2539 int shadowColor = mDrawModifiers.mShadowColor; 2540 if (mDrawModifiers.mShader) { 2541 shadowColor = 0xffffffff; 2542 } 2543 2544 setupDraw(); 2545 setupDrawWithTexture(true); 2546 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2547 setupDrawColorFilter(); 2548 setupDrawShader(); 2549 setupDrawBlending(true, mode); 2550 setupDrawProgram(); 2551 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2552 setupDrawTexture(shadow->id); 2553 setupDrawPureColorUniforms(); 2554 setupDrawColorFilterUniforms(); 2555 setupDrawShaderUniforms(); 2556 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2557 2558 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2559} 2560 2561bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2562 float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2563 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2564} 2565 2566status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2567 const float* positions, SkPaint* paint) { 2568 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2569 return DrawGlInfo::kStatusDone; 2570 } 2571 2572 // NOTE: Skia does not support perspective transform on drawPosText yet 2573 if (!currentTransform().isSimple()) { 2574 return DrawGlInfo::kStatusDone; 2575 } 2576 2577 float x = 0.0f; 2578 float y = 0.0f; 2579 const bool pureTranslate = currentTransform().isPureTranslate(); 2580 if (pureTranslate) { 2581 x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 2582 y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 2583 } 2584 2585 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2586 fontRenderer.setFont(paint, mat4::identity()); 2587 2588 int alpha; 2589 SkXfermode::Mode mode; 2590 getAlphaAndMode(paint, &alpha, &mode); 2591 2592 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2593 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2594 alpha, mode, 0.0f, 0.0f); 2595 } 2596 2597 // Pick the appropriate texture filtering 2598 bool linearFilter = currentTransform().changesBounds(); 2599 if (pureTranslate && !linearFilter) { 2600 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2601 } 2602 2603 mCaches.activeTexture(0); 2604 setupDraw(); 2605 setupDrawTextGamma(paint); 2606 setupDrawDirtyRegionsDisabled(); 2607 setupDrawWithTexture(true); 2608 setupDrawAlpha8Color(paint->getColor(), alpha); 2609 setupDrawColorFilter(); 2610 setupDrawShader(); 2611 setupDrawBlending(true, mode); 2612 setupDrawProgram(); 2613 setupDrawModelView(x, y, x, y, pureTranslate, true); 2614 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2615 setupDrawPureColorUniforms(); 2616 setupDrawColorFilterUniforms(); 2617 setupDrawShaderUniforms(pureTranslate); 2618 setupDrawTextGammaUniforms(); 2619 2620 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2621 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2622 2623 const bool hasActiveLayer = hasLayer(); 2624 2625 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2626 positions, hasActiveLayer ? &bounds : NULL)) { 2627 if (hasActiveLayer) { 2628 if (!pureTranslate) { 2629 currentTransform().mapRect(bounds); 2630 } 2631 dirtyLayerUnchecked(bounds, getRegion()); 2632 } 2633 } 2634 2635 return DrawGlInfo::kStatusDrew; 2636} 2637 2638mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const { 2639 mat4 fontTransform; 2640 if (CC_LIKELY(transform.isPureTranslate())) { 2641 fontTransform = mat4::identity(); 2642 } else { 2643 if (CC_UNLIKELY(transform.isPerspective())) { 2644 fontTransform = mat4::identity(); 2645 } else { 2646 float sx, sy; 2647 currentTransform().decomposeScale(sx, sy); 2648 fontTransform.loadScale(sx, sy, 1.0f); 2649 } 2650 } 2651 return fontTransform; 2652} 2653 2654status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2655 float x, float y, const float* positions, SkPaint* paint, float length) { 2656 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2657 return DrawGlInfo::kStatusDone; 2658 } 2659 2660 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2661 switch (paint->getTextAlign()) { 2662 case SkPaint::kCenter_Align: 2663 x -= length / 2.0f; 2664 break; 2665 case SkPaint::kRight_Align: 2666 x -= length; 2667 break; 2668 default: 2669 break; 2670 } 2671 2672 SkPaint::FontMetrics metrics; 2673 paint->getFontMetrics(&metrics, 0.0f); 2674 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2675 return DrawGlInfo::kStatusDone; 2676 } 2677 2678 const float oldX = x; 2679 const float oldY = y; 2680 2681 const mat4& transform = currentTransform(); 2682 const bool pureTranslate = transform.isPureTranslate(); 2683 2684 if (CC_LIKELY(pureTranslate)) { 2685 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2686 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2687 } 2688 2689 int alpha; 2690 SkXfermode::Mode mode; 2691 getAlphaAndMode(paint, &alpha, &mode); 2692 2693 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2694 2695 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2696 fontRenderer.setFont(paint, mat4::identity()); 2697 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2698 alpha, mode, oldX, oldY); 2699 } 2700 2701 const bool hasActiveLayer = hasLayer(); 2702 2703 // We only pass a partial transform to the font renderer. That partial 2704 // matrix defines how glyphs are rasterized. Typically we want glyphs 2705 // to be rasterized at their final size on screen, which means the partial 2706 // matrix needs to take the scale factor into account. 2707 // When a partial matrix is used to transform glyphs during rasterization, 2708 // the mesh is generated with the inverse transform (in the case of scale, 2709 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2710 // apply the full transform matrix at draw time in the vertex shader. 2711 // Applying the full matrix in the shader is the easiest way to handle 2712 // rotation and perspective and allows us to always generated quads in the 2713 // font renderer which greatly simplifies the code, clipping in particular. 2714 mat4 fontTransform = findBestFontTransform(transform); 2715 fontRenderer.setFont(paint, fontTransform); 2716 2717 // Pick the appropriate texture filtering 2718 bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2719 2720 // The font renderer will always use texture unit 0 2721 mCaches.activeTexture(0); 2722 setupDraw(); 2723 setupDrawTextGamma(paint); 2724 setupDrawDirtyRegionsDisabled(); 2725 setupDrawWithTexture(true); 2726 setupDrawAlpha8Color(paint->getColor(), alpha); 2727 setupDrawColorFilter(); 2728 setupDrawShader(); 2729 setupDrawBlending(true, mode); 2730 setupDrawProgram(); 2731 setupDrawModelView(x, y, x, y, pureTranslate, true); 2732 // See comment above; the font renderer must use texture unit 0 2733 // assert(mTextureUnit == 0) 2734 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2735 setupDrawPureColorUniforms(); 2736 setupDrawColorFilterUniforms(); 2737 setupDrawShaderUniforms(pureTranslate); 2738 setupDrawTextGammaUniforms(); 2739 2740 // TODO: Implement better clipping for scaled/rotated text 2741 const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect; 2742 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2743 2744 bool status; 2745 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2746 SkPaint paintCopy(*paint); 2747 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2748 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2749 positions, hasActiveLayer ? &bounds : NULL); 2750 } else { 2751 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2752 positions, hasActiveLayer ? &bounds : NULL); 2753 } 2754 2755 if (status && hasActiveLayer) { 2756 if (!pureTranslate) { 2757 transform.mapRect(bounds); 2758 } 2759 dirtyLayerUnchecked(bounds, getRegion()); 2760 } 2761 2762 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2763 2764 return DrawGlInfo::kStatusDrew; 2765} 2766 2767status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2768 float hOffset, float vOffset, SkPaint* paint) { 2769 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2770 return DrawGlInfo::kStatusDone; 2771 } 2772 2773 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2774 fontRenderer.setFont(paint, mat4::identity()); 2775 2776 int alpha; 2777 SkXfermode::Mode mode; 2778 getAlphaAndMode(paint, &alpha, &mode); 2779 2780 mCaches.activeTexture(0); 2781 setupDraw(); 2782 setupDrawTextGamma(paint); 2783 setupDrawDirtyRegionsDisabled(); 2784 setupDrawWithTexture(true); 2785 setupDrawAlpha8Color(paint->getColor(), alpha); 2786 setupDrawColorFilter(); 2787 setupDrawShader(); 2788 setupDrawBlending(true, mode); 2789 setupDrawProgram(); 2790 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2791 setupDrawTexture(fontRenderer.getTexture(true)); 2792 setupDrawPureColorUniforms(); 2793 setupDrawColorFilterUniforms(); 2794 setupDrawShaderUniforms(false); 2795 setupDrawTextGammaUniforms(); 2796 2797 const Rect* clip = &mSnapshot->getLocalClip(); 2798 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2799 2800 const bool hasActiveLayer = hasLayer(); 2801 2802 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2803 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2804 if (hasActiveLayer) { 2805 currentTransform().mapRect(bounds); 2806 dirtyLayerUnchecked(bounds, getRegion()); 2807 } 2808 } 2809 2810 return DrawGlInfo::kStatusDrew; 2811} 2812 2813status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2814 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2815 2816 mCaches.activeTexture(0); 2817 2818 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2819 if (!texture) return DrawGlInfo::kStatusDone; 2820 const AutoTexture autoCleanup(texture); 2821 2822 const float x = texture->left - texture->offset; 2823 const float y = texture->top - texture->offset; 2824 2825 drawPathTexture(texture, x, y, paint); 2826 2827 return DrawGlInfo::kStatusDrew; 2828} 2829 2830status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2831 if (!layer) { 2832 return DrawGlInfo::kStatusDone; 2833 } 2834 2835 mat4* transform = NULL; 2836 if (layer->isTextureLayer()) { 2837 transform = &layer->getTransform(); 2838 if (!transform->isIdentity()) { 2839 save(0); 2840 currentTransform().multiply(*transform); 2841 } 2842 } 2843 2844 Rect transformed; 2845 Rect clip; 2846 const bool rejected = quickRejectNoScissor(x, y, 2847 x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip); 2848 2849 if (rejected) { 2850 if (transform && !transform->isIdentity()) { 2851 restore(); 2852 } 2853 return DrawGlInfo::kStatusDone; 2854 } 2855 2856 updateLayer(layer, true); 2857 2858 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed)); 2859 mCaches.activeTexture(0); 2860 2861 if (CC_LIKELY(!layer->region.isEmpty())) { 2862 SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter; 2863 mDrawModifiers.mColorFilter = layer->getColorFilter(); 2864 2865 if (layer->region.isRect()) { 2866 composeLayerRect(layer, layer->regionRect); 2867 } else if (layer->mesh) { 2868 const float a = layer->getAlpha() / 255.0f; 2869 setupDraw(); 2870 setupDrawWithTexture(); 2871 setupDrawColor(a, a, a, a); 2872 setupDrawColorFilter(); 2873 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2874 setupDrawProgram(); 2875 setupDrawPureColorUniforms(); 2876 setupDrawColorFilterUniforms(); 2877 setupDrawTexture(layer->getTexture()); 2878 if (CC_LIKELY(currentTransform().isPureTranslate())) { 2879 int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 2880 int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 2881 2882 layer->setFilter(GL_NEAREST); 2883 setupDrawModelViewTranslate(tx, ty, 2884 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2885 } else { 2886 layer->setFilter(GL_LINEAR); 2887 setupDrawModelViewTranslate(x, y, 2888 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2889 } 2890 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2891 2892 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2893 GL_UNSIGNED_SHORT, layer->meshIndices); 2894 2895 finishDrawTexture(); 2896 2897#if DEBUG_LAYERS_AS_REGIONS 2898 drawRegionRects(layer->region); 2899#endif 2900 } 2901 2902 mDrawModifiers.mColorFilter = oldFilter; 2903 2904 if (layer->debugDrawUpdate) { 2905 layer->debugDrawUpdate = false; 2906 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 2907 0x7f00ff00, SkXfermode::kSrcOver_Mode); 2908 } 2909 } 2910 2911 if (transform && !transform->isIdentity()) { 2912 restore(); 2913 } 2914 2915 return DrawGlInfo::kStatusDrew; 2916} 2917 2918/////////////////////////////////////////////////////////////////////////////// 2919// Shaders 2920/////////////////////////////////////////////////////////////////////////////// 2921 2922void OpenGLRenderer::resetShader() { 2923 mDrawModifiers.mShader = NULL; 2924} 2925 2926void OpenGLRenderer::setupShader(SkiaShader* shader) { 2927 mDrawModifiers.mShader = shader; 2928 if (mDrawModifiers.mShader) { 2929 mDrawModifiers.mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2930 } 2931} 2932 2933/////////////////////////////////////////////////////////////////////////////// 2934// Color filters 2935/////////////////////////////////////////////////////////////////////////////// 2936 2937void OpenGLRenderer::resetColorFilter() { 2938 mDrawModifiers.mColorFilter = NULL; 2939} 2940 2941void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2942 mDrawModifiers.mColorFilter = filter; 2943} 2944 2945/////////////////////////////////////////////////////////////////////////////// 2946// Drop shadow 2947/////////////////////////////////////////////////////////////////////////////// 2948 2949void OpenGLRenderer::resetShadow() { 2950 mDrawModifiers.mHasShadow = false; 2951} 2952 2953void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2954 mDrawModifiers.mHasShadow = true; 2955 mDrawModifiers.mShadowRadius = radius; 2956 mDrawModifiers.mShadowDx = dx; 2957 mDrawModifiers.mShadowDy = dy; 2958 mDrawModifiers.mShadowColor = color; 2959} 2960 2961/////////////////////////////////////////////////////////////////////////////// 2962// Draw filters 2963/////////////////////////////////////////////////////////////////////////////// 2964 2965void OpenGLRenderer::resetPaintFilter() { 2966 mDrawModifiers.mHasDrawFilter = false; 2967} 2968 2969void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2970 mDrawModifiers.mHasDrawFilter = true; 2971 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 2972 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 2973} 2974 2975SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint, bool alwaysCopy) { 2976 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 2977 if (CC_UNLIKELY(alwaysCopy)) { 2978 mFilteredPaint = *paint; 2979 return &mFilteredPaint; 2980 } 2981 return paint; 2982 } 2983 2984 uint32_t flags = paint->getFlags(); 2985 2986 mFilteredPaint = *paint; 2987 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | 2988 mDrawModifiers.mPaintFilterSetBits); 2989 2990 return &mFilteredPaint; 2991} 2992 2993/////////////////////////////////////////////////////////////////////////////// 2994// Drawing implementation 2995/////////////////////////////////////////////////////////////////////////////// 2996 2997void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2998 float x, float y, SkPaint* paint) { 2999 if (quickReject(x, y, x + texture->width, y + texture->height)) { 3000 return; 3001 } 3002 3003 int alpha; 3004 SkXfermode::Mode mode; 3005 getAlphaAndMode(paint, &alpha, &mode); 3006 3007 setupDraw(); 3008 setupDrawWithTexture(true); 3009 setupDrawAlpha8Color(paint->getColor(), alpha); 3010 setupDrawColorFilter(); 3011 setupDrawShader(); 3012 setupDrawBlending(true, mode); 3013 setupDrawProgram(); 3014 setupDrawModelView(x, y, x + texture->width, y + texture->height); 3015 setupDrawTexture(texture->id); 3016 setupDrawPureColorUniforms(); 3017 setupDrawColorFilterUniforms(); 3018 setupDrawShaderUniforms(); 3019 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3020 3021 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3022 3023 finishDrawTexture(); 3024} 3025 3026// Same values used by Skia 3027#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3028#define kStdUnderline_Offset (1.0f / 9.0f) 3029#define kStdUnderline_Thickness (1.0f / 18.0f) 3030 3031void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 3032 float x, float y, SkPaint* paint) { 3033 // Handle underline and strike-through 3034 uint32_t flags = paint->getFlags(); 3035 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3036 SkPaint paintCopy(*paint); 3037 float underlineWidth = length; 3038 // If length is > 0.0f, we already measured the text for the text alignment 3039 if (length <= 0.0f) { 3040 underlineWidth = paintCopy.measureText(text, bytesCount); 3041 } 3042 3043 if (CC_LIKELY(underlineWidth > 0.0f)) { 3044 const float textSize = paintCopy.getTextSize(); 3045 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3046 3047 const float left = x; 3048 float top = 0.0f; 3049 3050 int linesCount = 0; 3051 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3052 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3053 3054 const int pointsCount = 4 * linesCount; 3055 float points[pointsCount]; 3056 int currentPoint = 0; 3057 3058 if (flags & SkPaint::kUnderlineText_Flag) { 3059 top = y + textSize * kStdUnderline_Offset; 3060 points[currentPoint++] = left; 3061 points[currentPoint++] = top; 3062 points[currentPoint++] = left + underlineWidth; 3063 points[currentPoint++] = top; 3064 } 3065 3066 if (flags & SkPaint::kStrikeThruText_Flag) { 3067 top = y + textSize * kStdStrikeThru_Offset; 3068 points[currentPoint++] = left; 3069 points[currentPoint++] = top; 3070 points[currentPoint++] = left + underlineWidth; 3071 points[currentPoint++] = top; 3072 } 3073 3074 paintCopy.setStrokeWidth(strokeWidth); 3075 3076 drawLines(&points[0], pointsCount, &paintCopy); 3077 } 3078 } 3079} 3080 3081status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) { 3082 if (mSnapshot->isIgnored()) { 3083 return DrawGlInfo::kStatusDone; 3084 } 3085 3086 int color = paint->getColor(); 3087 // If a shader is set, preserve only the alpha 3088 if (mDrawModifiers.mShader) { 3089 color |= 0x00ffffff; 3090 } 3091 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 3092 3093 return drawColorRects(rects, count, color, mode); 3094} 3095 3096status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color, 3097 SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) { 3098 if (count == 0) { 3099 return DrawGlInfo::kStatusDone; 3100 } 3101 3102 float left = FLT_MAX; 3103 float top = FLT_MAX; 3104 float right = FLT_MIN; 3105 float bottom = FLT_MIN; 3106 3107 int vertexCount = 0; 3108 Vertex mesh[count * 6]; 3109 Vertex* vertex = mesh; 3110 3111 for (int index = 0; index < count; index += 4) { 3112 float l = rects[index + 0]; 3113 float t = rects[index + 1]; 3114 float r = rects[index + 2]; 3115 float b = rects[index + 3]; 3116 3117 Vertex::set(vertex++, l, b); 3118 Vertex::set(vertex++, l, t); 3119 Vertex::set(vertex++, r, t); 3120 Vertex::set(vertex++, l, b); 3121 Vertex::set(vertex++, r, t); 3122 Vertex::set(vertex++, r, b); 3123 3124 vertexCount += 6; 3125 3126 left = fminf(left, l); 3127 top = fminf(top, t); 3128 right = fmaxf(right, r); 3129 bottom = fmaxf(bottom, b); 3130 } 3131 3132 if (clip && quickReject(left, top, right, bottom)) { 3133 return DrawGlInfo::kStatusDone; 3134 } 3135 3136 setupDraw(); 3137 setupDrawNoTexture(); 3138 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3139 setupDrawShader(); 3140 setupDrawColorFilter(); 3141 setupDrawBlending(mode); 3142 setupDrawProgram(); 3143 setupDrawDirtyRegionsDisabled(); 3144 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true); 3145 setupDrawColorUniforms(); 3146 setupDrawShaderUniforms(); 3147 setupDrawColorFilterUniforms(); 3148 setupDrawVertices((GLvoid*) &mesh[0].position[0]); 3149 3150 if (dirty && hasLayer()) { 3151 dirtyLayer(left, top, right, bottom, currentTransform()); 3152 } 3153 3154 glDrawArrays(GL_TRIANGLES, 0, vertexCount); 3155 3156 return DrawGlInfo::kStatusDrew; 3157} 3158 3159void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3160 int color, SkXfermode::Mode mode, bool ignoreTransform) { 3161 // If a shader is set, preserve only the alpha 3162 if (mDrawModifiers.mShader) { 3163 color |= 0x00ffffff; 3164 } 3165 3166 setupDraw(); 3167 setupDrawNoTexture(); 3168 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3169 setupDrawShader(); 3170 setupDrawColorFilter(); 3171 setupDrawBlending(mode); 3172 setupDrawProgram(); 3173 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3174 setupDrawColorUniforms(); 3175 setupDrawShaderUniforms(ignoreTransform); 3176 setupDrawColorFilterUniforms(); 3177 setupDrawSimpleMesh(); 3178 3179 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3180} 3181 3182void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3183 Texture* texture, SkPaint* paint) { 3184 int alpha; 3185 SkXfermode::Mode mode; 3186 getAlphaAndMode(paint, &alpha, &mode); 3187 3188 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3189 3190 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3191 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 3192 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 3193 3194 texture->setFilter(GL_NEAREST, true); 3195 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3196 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 3197 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 3198 } else { 3199 texture->setFilter(FILTER(paint), true); 3200 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 3201 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 3202 GL_TRIANGLE_STRIP, gMeshCount); 3203 } 3204} 3205 3206void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3207 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 3208 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 3209 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 3210} 3211 3212void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3213 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3214 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3215 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3216 3217 setupDraw(); 3218 setupDrawWithTexture(); 3219 setupDrawColor(alpha, alpha, alpha, alpha); 3220 setupDrawColorFilter(); 3221 setupDrawBlending(blend, mode, swapSrcDst); 3222 setupDrawProgram(); 3223 if (!dirty) setupDrawDirtyRegionsDisabled(); 3224 if (!ignoreScale) { 3225 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3226 } else { 3227 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3228 } 3229 setupDrawTexture(texture); 3230 setupDrawPureColorUniforms(); 3231 setupDrawColorFilterUniforms(); 3232 setupDrawMesh(vertices, texCoords, vbo); 3233 3234 glDrawArrays(drawMode, 0, elementsCount); 3235 3236 finishDrawTexture(); 3237} 3238 3239void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3240 GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode, 3241 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3242 bool ignoreTransform, bool dirty) { 3243 3244 setupDraw(); 3245 setupDrawWithTexture(true); 3246 if (hasColor) { 3247 setupDrawAlpha8Color(color, alpha); 3248 } 3249 setupDrawColorFilter(); 3250 setupDrawShader(); 3251 setupDrawBlending(true, mode); 3252 setupDrawProgram(); 3253 if (!dirty) setupDrawDirtyRegionsDisabled(); 3254 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3255 setupDrawTexture(texture); 3256 setupDrawPureColorUniforms(); 3257 setupDrawColorFilterUniforms(); 3258 setupDrawShaderUniforms(); 3259 setupDrawMesh(vertices, texCoords); 3260 3261 glDrawArrays(drawMode, 0, elementsCount); 3262 3263 finishDrawTexture(); 3264} 3265 3266void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3267 ProgramDescription& description, bool swapSrcDst) { 3268 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3269 3270 if (blend) { 3271 // These blend modes are not supported by OpenGL directly and have 3272 // to be implemented using shaders. Since the shader will perform 3273 // the blending, turn blending off here 3274 // If the blend mode cannot be implemented using shaders, fall 3275 // back to the default SrcOver blend mode instead 3276 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3277 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3278 description.framebufferMode = mode; 3279 description.swapSrcDst = swapSrcDst; 3280 3281 if (mCaches.blend) { 3282 glDisable(GL_BLEND); 3283 mCaches.blend = false; 3284 } 3285 3286 return; 3287 } else { 3288 mode = SkXfermode::kSrcOver_Mode; 3289 } 3290 } 3291 3292 if (!mCaches.blend) { 3293 glEnable(GL_BLEND); 3294 } 3295 3296 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3297 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3298 3299 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3300 glBlendFunc(sourceMode, destMode); 3301 mCaches.lastSrcMode = sourceMode; 3302 mCaches.lastDstMode = destMode; 3303 } 3304 } else if (mCaches.blend) { 3305 glDisable(GL_BLEND); 3306 } 3307 mCaches.blend = blend; 3308} 3309 3310bool OpenGLRenderer::useProgram(Program* program) { 3311 if (!program->isInUse()) { 3312 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3313 program->use(); 3314 mCaches.currentProgram = program; 3315 return false; 3316 } 3317 return true; 3318} 3319 3320void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3321 TextureVertex* v = &mMeshVertices[0]; 3322 TextureVertex::setUV(v++, u1, v1); 3323 TextureVertex::setUV(v++, u2, v1); 3324 TextureVertex::setUV(v++, u1, v2); 3325 TextureVertex::setUV(v++, u2, v2); 3326} 3327 3328void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 3329 getAlphaAndModeDirect(paint, alpha, mode); 3330 *alpha *= mSnapshot->alpha; 3331} 3332 3333}; // namespace uirenderer 3334}; // namespace android 3335