OpenGLRenderer.cpp revision 1ba0289d18f16e190a3bc7cf9226d061016dc355
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkPathMeasure.h> 25#include <SkTypeface.h> 26 27#include <utils/Log.h> 28#include <utils/StopWatch.h> 29 30#include <private/hwui/DrawGlInfo.h> 31 32#include <ui/Rect.h> 33 34#include "OpenGLRenderer.h" 35#include "DisplayListRenderer.h" 36#include "PathTessellator.h" 37#include "Properties.h" 38#include "Vector.h" 39 40namespace android { 41namespace uirenderer { 42 43/////////////////////////////////////////////////////////////////////////////// 44// Defines 45/////////////////////////////////////////////////////////////////////////////// 46 47#define RAD_TO_DEG (180.0f / 3.14159265f) 48#define MIN_ANGLE 0.001f 49 50#define ALPHA_THRESHOLD 0 51 52#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 53 54/////////////////////////////////////////////////////////////////////////////// 55// Globals 56/////////////////////////////////////////////////////////////////////////////// 57 58/** 59 * Structure mapping Skia xfermodes to OpenGL blending factors. 60 */ 61struct Blender { 62 SkXfermode::Mode mode; 63 GLenum src; 64 GLenum dst; 65}; // struct Blender 66 67// In this array, the index of each Blender equals the value of the first 68// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 69static const Blender gBlends[] = { 70 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 71 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 72 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 73 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 74 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 75 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 76 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 77 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 78 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 79 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 81 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 82 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 83 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 84 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 85}; 86 87// This array contains the swapped version of each SkXfermode. For instance 88// this array's SrcOver blending mode is actually DstOver. You can refer to 89// createLayer() for more information on the purpose of this array. 90static const Blender gBlendsSwap[] = { 91 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 92 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 93 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 94 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 95 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 96 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 97 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 98 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 99 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 100 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 101 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 102 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 103 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 104 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 105 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 106}; 107 108/////////////////////////////////////////////////////////////////////////////// 109// Constructors/destructor 110/////////////////////////////////////////////////////////////////////////////// 111 112OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 113 mShader = NULL; 114 mColorFilter = NULL; 115 mHasShadow = false; 116 mHasDrawFilter = false; 117 118 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 119 120 mFirstSnapshot = new Snapshot; 121 122 mScissorOptimizationDisabled = false; 123} 124 125OpenGLRenderer::~OpenGLRenderer() { 126 // The context has already been destroyed at this point, do not call 127 // GL APIs. All GL state should be kept in Caches.h 128} 129 130void OpenGLRenderer::initProperties() { 131 char property[PROPERTY_VALUE_MAX]; 132 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 133 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 134 INIT_LOGD(" Scissor optimization %s", 135 mScissorOptimizationDisabled ? "disabled" : "enabled"); 136 } else { 137 INIT_LOGD(" Scissor optimization enabled"); 138 } 139} 140 141/////////////////////////////////////////////////////////////////////////////// 142// Setup 143/////////////////////////////////////////////////////////////////////////////// 144 145void OpenGLRenderer::setName(const char* name) { 146 if (name) { 147 mName.setTo(name); 148 } else { 149 mName.clear(); 150 } 151} 152 153const char* OpenGLRenderer::getName() const { 154 return mName.string(); 155} 156 157bool OpenGLRenderer::isDeferred() { 158 return false; 159} 160 161void OpenGLRenderer::setViewport(int width, int height) { 162 initViewport(width, height); 163 164 glDisable(GL_DITHER); 165 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 166 167 glEnableVertexAttribArray(Program::kBindingPosition); 168} 169 170void OpenGLRenderer::initViewport(int width, int height) { 171 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 172 173 mWidth = width; 174 mHeight = height; 175 176 mFirstSnapshot->height = height; 177 mFirstSnapshot->viewport.set(0, 0, width, height); 178} 179 180status_t OpenGLRenderer::prepare(bool opaque) { 181 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 182} 183 184status_t OpenGLRenderer::prepareDirty(float left, float top, 185 float right, float bottom, bool opaque) { 186 mCaches.clearGarbage(); 187 188 mSnapshot = new Snapshot(mFirstSnapshot, 189 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 190 mSnapshot->fbo = getTargetFbo(); 191 mSaveCount = 1; 192 193 mSnapshot->setClip(left, top, right, bottom); 194 mDirtyClip = true; 195 196 updateLayers(); 197 198 discardFramebuffer(left, top, right, bottom); 199 200 syncState(); 201 202 // Functors break the tiling extension in pretty spectacular ways 203 // This ensures we don't use tiling when a functor is going to be 204 // invoked during the frame 205 mSuppressTiling = mCaches.hasRegisteredFunctors(); 206 207 mTilingSnapshot = mSnapshot; 208 startTiling(mTilingSnapshot, true); 209 210 debugOverdraw(true, true); 211 212 return clear(left, top, right, bottom, opaque); 213} 214 215void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 216 // If we know that we are going to redraw the entire framebuffer, 217 // perform a discard to let the driver know we don't need to preserve 218 // the back buffer for this frame. 219 if (mCaches.extensions.hasDiscardFramebuffer() && 220 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 221 const bool isFbo = getTargetFbo() == 0; 222 const GLenum attachments[] = { 223 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 224 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 225 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 226 } 227} 228 229status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 230 if (!opaque) { 231 mCaches.enableScissor(); 232 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 233 glClear(GL_COLOR_BUFFER_BIT); 234 return DrawGlInfo::kStatusDrew; 235 } 236 237 mCaches.resetScissor(); 238 return DrawGlInfo::kStatusDone; 239} 240 241void OpenGLRenderer::syncState() { 242 glViewport(0, 0, mWidth, mHeight); 243 244 if (mCaches.blend) { 245 glEnable(GL_BLEND); 246 } else { 247 glDisable(GL_BLEND); 248 } 249} 250 251void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 252 if (!mSuppressTiling) { 253 Rect* clip = mTilingSnapshot->clipRect; 254 if (s->flags & Snapshot::kFlagFboTarget) { 255 clip = &s->layer->clipRect; 256 } 257 258 startTiling(*clip, s->height, opaque); 259 } 260} 261 262void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) { 263 if (!mSuppressTiling) { 264 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 265 clip.right - clip.left, clip.bottom - clip.top, opaque); 266 } 267} 268 269void OpenGLRenderer::endTiling() { 270 if (!mSuppressTiling) mCaches.endTiling(); 271} 272 273void OpenGLRenderer::finish() { 274 renderOverdraw(); 275 endTiling(); 276 277 if (!suppressErrorChecks()) { 278#if DEBUG_OPENGL 279 GLenum status = GL_NO_ERROR; 280 while ((status = glGetError()) != GL_NO_ERROR) { 281 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 282 switch (status) { 283 case GL_INVALID_ENUM: 284 ALOGE(" GL_INVALID_ENUM"); 285 break; 286 case GL_INVALID_VALUE: 287 ALOGE(" GL_INVALID_VALUE"); 288 break; 289 case GL_INVALID_OPERATION: 290 ALOGE(" GL_INVALID_OPERATION"); 291 break; 292 case GL_OUT_OF_MEMORY: 293 ALOGE(" Out of memory!"); 294 break; 295 } 296 } 297#endif 298 299#if DEBUG_MEMORY_USAGE 300 mCaches.dumpMemoryUsage(); 301#else 302 if (mCaches.getDebugLevel() & kDebugMemory) { 303 mCaches.dumpMemoryUsage(); 304 } 305#endif 306 } 307} 308 309void OpenGLRenderer::interrupt() { 310 if (mCaches.currentProgram) { 311 if (mCaches.currentProgram->isInUse()) { 312 mCaches.currentProgram->remove(); 313 mCaches.currentProgram = NULL; 314 } 315 } 316 mCaches.unbindMeshBuffer(); 317 mCaches.unbindIndicesBuffer(); 318 mCaches.resetVertexPointers(); 319 mCaches.disbaleTexCoordsVertexArray(); 320 debugOverdraw(false, false); 321} 322 323void OpenGLRenderer::resume() { 324 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 325 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 326 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 327 debugOverdraw(true, false); 328 329 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 330 331 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 332 mCaches.enableScissor(); 333 mCaches.resetScissor(); 334 dirtyClip(); 335 336 mCaches.activeTexture(0); 337 338 mCaches.blend = true; 339 glEnable(GL_BLEND); 340 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 341 glBlendEquation(GL_FUNC_ADD); 342} 343 344void OpenGLRenderer::resumeAfterLayer() { 345 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 346 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 347 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 348 debugOverdraw(true, false); 349 350 mCaches.resetScissor(); 351 dirtyClip(); 352} 353 354void OpenGLRenderer::detachFunctor(Functor* functor) { 355 mFunctors.remove(functor); 356} 357 358void OpenGLRenderer::attachFunctor(Functor* functor) { 359 mFunctors.add(functor); 360} 361 362status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 363 status_t result = DrawGlInfo::kStatusDone; 364 size_t count = mFunctors.size(); 365 366 if (count > 0) { 367 interrupt(); 368 SortedVector<Functor*> functors(mFunctors); 369 mFunctors.clear(); 370 371 DrawGlInfo info; 372 info.clipLeft = 0; 373 info.clipTop = 0; 374 info.clipRight = 0; 375 info.clipBottom = 0; 376 info.isLayer = false; 377 info.width = 0; 378 info.height = 0; 379 memset(info.transform, 0, sizeof(float) * 16); 380 381 for (size_t i = 0; i < count; i++) { 382 Functor* f = functors.itemAt(i); 383 result |= (*f)(DrawGlInfo::kModeProcess, &info); 384 385 if (result & DrawGlInfo::kStatusDraw) { 386 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 387 dirty.unionWith(localDirty); 388 } 389 390 if (result & DrawGlInfo::kStatusInvoke) { 391 mFunctors.add(f); 392 } 393 } 394 resume(); 395 } 396 397 return result; 398} 399 400status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 401 interrupt(); 402 detachFunctor(functor); 403 404 mCaches.enableScissor(); 405 if (mDirtyClip) { 406 setScissorFromClip(); 407 } 408 409 Rect clip(*mSnapshot->clipRect); 410 clip.snapToPixelBoundaries(); 411 412 // Since we don't know what the functor will draw, let's dirty 413 // tne entire clip region 414 if (hasLayer()) { 415 dirtyLayerUnchecked(clip, getRegion()); 416 } 417 418 DrawGlInfo info; 419 info.clipLeft = clip.left; 420 info.clipTop = clip.top; 421 info.clipRight = clip.right; 422 info.clipBottom = clip.bottom; 423 info.isLayer = hasLayer(); 424 info.width = getSnapshot()->viewport.getWidth(); 425 info.height = getSnapshot()->height; 426 getSnapshot()->transform->copyTo(&info.transform[0]); 427 428 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew; 429 430 if (result != DrawGlInfo::kStatusDone) { 431 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 432 dirty.unionWith(localDirty); 433 434 if (result & DrawGlInfo::kStatusInvoke) { 435 mFunctors.add(functor); 436 } 437 } 438 439 resume(); 440 return result; 441} 442 443/////////////////////////////////////////////////////////////////////////////// 444// Debug 445/////////////////////////////////////////////////////////////////////////////// 446 447void OpenGLRenderer::startMark(const char* name) const { 448 mCaches.startMark(0, name); 449} 450 451void OpenGLRenderer::endMark() const { 452 mCaches.endMark(); 453} 454 455void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 456 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 457 if (clear) { 458 mCaches.disableScissor(); 459 mCaches.stencil.clear(); 460 } 461 if (enable) { 462 mCaches.stencil.enableDebugWrite(); 463 } else { 464 mCaches.stencil.disable(); 465 } 466 } 467} 468 469void OpenGLRenderer::renderOverdraw() { 470 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 471 const Rect* clip = mTilingSnapshot->clipRect; 472 473 mCaches.enableScissor(); 474 mCaches.setScissor(clip->left, mTilingSnapshot->height - clip->bottom, 475 clip->right - clip->left, clip->bottom - clip->top); 476 477 mCaches.stencil.enableDebugTest(2); 478 drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode); 479 mCaches.stencil.enableDebugTest(3); 480 drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode); 481 mCaches.stencil.enableDebugTest(4); 482 drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode); 483 mCaches.stencil.enableDebugTest(4, true); 484 drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode); 485 mCaches.stencil.disable(); 486 } 487} 488 489/////////////////////////////////////////////////////////////////////////////// 490// Layers 491/////////////////////////////////////////////////////////////////////////////// 492 493bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 494 if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) { 495 OpenGLRenderer* renderer = layer->renderer; 496 Rect& dirty = layer->dirtyRect; 497 498 if (inFrame) { 499 endTiling(); 500 debugOverdraw(false, false); 501 } 502 503 renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight()); 504 renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend()); 505 renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren); 506 renderer->finish(); 507 508 if (inFrame) { 509 resumeAfterLayer(); 510 startTiling(mSnapshot); 511 } 512 513 dirty.setEmpty(); 514 layer->deferredUpdateScheduled = false; 515 layer->renderer = NULL; 516 layer->displayList = NULL; 517 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 518 519 return true; 520 } 521 522 return false; 523} 524 525void OpenGLRenderer::updateLayers() { 526 int count = mLayerUpdates.size(); 527 if (count > 0) { 528 startMark("Layer Updates"); 529 530 // Note: it is very important to update the layers in reverse order 531 for (int i = count - 1; i >= 0; i--) { 532 Layer* layer = mLayerUpdates.itemAt(i); 533 updateLayer(layer, false); 534 mCaches.resourceCache.decrementRefcount(layer); 535 } 536 mLayerUpdates.clear(); 537 538 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 539 endMark(); 540 } 541} 542 543void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 544 if (layer) { 545 mLayerUpdates.push_back(layer); 546 mCaches.resourceCache.incrementRefcount(layer); 547 } 548} 549 550void OpenGLRenderer::clearLayerUpdates() { 551 size_t count = mLayerUpdates.size(); 552 if (count > 0) { 553 mCaches.resourceCache.lock(); 554 for (size_t i = 0; i < count; i++) { 555 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 556 } 557 mCaches.resourceCache.unlock(); 558 mLayerUpdates.clear(); 559 } 560} 561 562/////////////////////////////////////////////////////////////////////////////// 563// State management 564/////////////////////////////////////////////////////////////////////////////// 565 566int OpenGLRenderer::getSaveCount() const { 567 return mSaveCount; 568} 569 570int OpenGLRenderer::save(int flags) { 571 return saveSnapshot(flags); 572} 573 574void OpenGLRenderer::restore() { 575 if (mSaveCount > 1) { 576 restoreSnapshot(); 577 } 578} 579 580void OpenGLRenderer::restoreToCount(int saveCount) { 581 if (saveCount < 1) saveCount = 1; 582 583 while (mSaveCount > saveCount) { 584 restoreSnapshot(); 585 } 586} 587 588int OpenGLRenderer::saveSnapshot(int flags) { 589 mSnapshot = new Snapshot(mSnapshot, flags); 590 return mSaveCount++; 591} 592 593bool OpenGLRenderer::restoreSnapshot() { 594 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 595 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 596 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 597 598 sp<Snapshot> current = mSnapshot; 599 sp<Snapshot> previous = mSnapshot->previous; 600 601 if (restoreOrtho) { 602 Rect& r = previous->viewport; 603 glViewport(r.left, r.top, r.right, r.bottom); 604 mOrthoMatrix.load(current->orthoMatrix); 605 } 606 607 mSaveCount--; 608 mSnapshot = previous; 609 610 if (restoreClip) { 611 dirtyClip(); 612 } 613 614 if (restoreLayer) { 615 composeLayer(current, previous); 616 } 617 618 return restoreClip; 619} 620 621/////////////////////////////////////////////////////////////////////////////// 622// Layers 623/////////////////////////////////////////////////////////////////////////////// 624 625int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 626 SkPaint* p, int flags) { 627 const GLuint previousFbo = mSnapshot->fbo; 628 const int count = saveSnapshot(flags); 629 630 if (!mSnapshot->isIgnored()) { 631 int alpha = 255; 632 SkXfermode::Mode mode; 633 634 if (p) { 635 alpha = p->getAlpha(); 636 mode = getXfermode(p->getXfermode()); 637 } else { 638 mode = SkXfermode::kSrcOver_Mode; 639 } 640 641 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 642 } 643 644 return count; 645} 646 647int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 648 int alpha, int flags) { 649 if (alpha >= 255) { 650 return saveLayer(left, top, right, bottom, NULL, flags); 651 } else { 652 SkPaint paint; 653 paint.setAlpha(alpha); 654 return saveLayer(left, top, right, bottom, &paint, flags); 655 } 656} 657 658/** 659 * Layers are viewed by Skia are slightly different than layers in image editing 660 * programs (for instance.) When a layer is created, previously created layers 661 * and the frame buffer still receive every drawing command. For instance, if a 662 * layer is created and a shape intersecting the bounds of the layers and the 663 * framebuffer is draw, the shape will be drawn on both (unless the layer was 664 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 665 * 666 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 667 * texture. Unfortunately, this is inefficient as it requires every primitive to 668 * be drawn n + 1 times, where n is the number of active layers. In practice this 669 * means, for every primitive: 670 * - Switch active frame buffer 671 * - Change viewport, clip and projection matrix 672 * - Issue the drawing 673 * 674 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 675 * To avoid this, layers are implemented in a different way here, at least in the 676 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 677 * is set. When this flag is set we can redirect all drawing operations into a 678 * single FBO. 679 * 680 * This implementation relies on the frame buffer being at least RGBA 8888. When 681 * a layer is created, only a texture is created, not an FBO. The content of the 682 * frame buffer contained within the layer's bounds is copied into this texture 683 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 684 * buffer and drawing continues as normal. This technique therefore treats the 685 * frame buffer as a scratch buffer for the layers. 686 * 687 * To compose the layers back onto the frame buffer, each layer texture 688 * (containing the original frame buffer data) is drawn as a simple quad over 689 * the frame buffer. The trick is that the quad is set as the composition 690 * destination in the blending equation, and the frame buffer becomes the source 691 * of the composition. 692 * 693 * Drawing layers with an alpha value requires an extra step before composition. 694 * An empty quad is drawn over the layer's region in the frame buffer. This quad 695 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 696 * quad is used to multiply the colors in the frame buffer. This is achieved by 697 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 698 * GL_ZERO, GL_SRC_ALPHA. 699 * 700 * Because glCopyTexImage2D() can be slow, an alternative implementation might 701 * be use to draw a single clipped layer. The implementation described above 702 * is correct in every case. 703 * 704 * (1) The frame buffer is actually not cleared right away. To allow the GPU 705 * to potentially optimize series of calls to glCopyTexImage2D, the frame 706 * buffer is left untouched until the first drawing operation. Only when 707 * something actually gets drawn are the layers regions cleared. 708 */ 709bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 710 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 711 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 712 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 713 714 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 715 716 // Window coordinates of the layer 717 Rect clip; 718 Rect bounds(left, top, right, bottom); 719 Rect untransformedBounds(bounds); 720 mSnapshot->transform->mapRect(bounds); 721 722 // Layers only make sense if they are in the framebuffer's bounds 723 if (bounds.intersect(*mSnapshot->clipRect)) { 724 // We cannot work with sub-pixels in this case 725 bounds.snapToPixelBoundaries(); 726 727 // When the layer is not an FBO, we may use glCopyTexImage so we 728 // need to make sure the layer does not extend outside the bounds 729 // of the framebuffer 730 if (!bounds.intersect(mSnapshot->previous->viewport)) { 731 bounds.setEmpty(); 732 } else if (fboLayer) { 733 clip.set(bounds); 734 mat4 inverse; 735 inverse.loadInverse(*mSnapshot->transform); 736 inverse.mapRect(clip); 737 clip.snapToPixelBoundaries(); 738 if (clip.intersect(untransformedBounds)) { 739 clip.translate(-left, -top); 740 bounds.set(untransformedBounds); 741 } else { 742 clip.setEmpty(); 743 } 744 } 745 } else { 746 bounds.setEmpty(); 747 } 748 749 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 750 bounds.getHeight() > mCaches.maxTextureSize || 751 (fboLayer && clip.isEmpty())) { 752 mSnapshot->empty = fboLayer; 753 } else { 754 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 755 } 756 757 // Bail out if we won't draw in this snapshot 758 if (mSnapshot->invisible || mSnapshot->empty) { 759 return false; 760 } 761 762 mCaches.activeTexture(0); 763 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 764 if (!layer) { 765 return false; 766 } 767 768 layer->setAlpha(alpha, mode); 769 layer->layer.set(bounds); 770 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 771 bounds.getWidth() / float(layer->getWidth()), 0.0f); 772 layer->setColorFilter(mColorFilter); 773 layer->setBlend(true); 774 layer->setDirty(false); 775 776 // Save the layer in the snapshot 777 mSnapshot->flags |= Snapshot::kFlagIsLayer; 778 mSnapshot->layer = layer; 779 780 if (fboLayer) { 781 return createFboLayer(layer, bounds, clip, previousFbo); 782 } else { 783 // Copy the framebuffer into the layer 784 layer->bindTexture(); 785 if (!bounds.isEmpty()) { 786 if (layer->isEmpty()) { 787 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 788 bounds.left, mSnapshot->height - bounds.bottom, 789 layer->getWidth(), layer->getHeight(), 0); 790 layer->setEmpty(false); 791 } else { 792 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 793 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 794 } 795 796 // Enqueue the buffer coordinates to clear the corresponding region later 797 mLayers.push(new Rect(bounds)); 798 } 799 } 800 801 return true; 802} 803 804bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 805 layer->clipRect.set(clip); 806 layer->setFbo(mCaches.fboCache.get()); 807 808 mSnapshot->region = &mSnapshot->layer->region; 809 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer | 810 Snapshot::kFlagDirtyOrtho; 811 mSnapshot->fbo = layer->getFbo(); 812 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 813 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 814 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 815 mSnapshot->height = bounds.getHeight(); 816 mSnapshot->orthoMatrix.load(mOrthoMatrix); 817 818 endTiling(); 819 debugOverdraw(false, false); 820 // Bind texture to FBO 821 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 822 layer->bindTexture(); 823 824 // Initialize the texture if needed 825 if (layer->isEmpty()) { 826 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 827 layer->setEmpty(false); 828 } 829 830 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 831 layer->getTexture(), 0); 832 833 startTiling(mSnapshot, true); 834 835 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 836 mCaches.enableScissor(); 837 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 838 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 839 glClear(GL_COLOR_BUFFER_BIT); 840 841 dirtyClip(); 842 843 // Change the ortho projection 844 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 845 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 846 847 return true; 848} 849 850/** 851 * Read the documentation of createLayer() before doing anything in this method. 852 */ 853void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 854 if (!current->layer) { 855 ALOGE("Attempting to compose a layer that does not exist"); 856 return; 857 } 858 859 Layer* layer = current->layer; 860 const Rect& rect = layer->layer; 861 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 862 863 if (fboLayer) { 864 endTiling(); 865 866 // Detach the texture from the FBO 867 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 868 869 layer->removeFbo(false); 870 871 // Unbind current FBO and restore previous one 872 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 873 debugOverdraw(true, false); 874 875 startTiling(previous); 876 } 877 878 if (!fboLayer && layer->getAlpha() < 255) { 879 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 880 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 881 // Required below, composeLayerRect() will divide by 255 882 layer->setAlpha(255); 883 } 884 885 mCaches.unbindMeshBuffer(); 886 887 mCaches.activeTexture(0); 888 889 // When the layer is stored in an FBO, we can save a bit of fillrate by 890 // drawing only the dirty region 891 if (fboLayer) { 892 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 893 if (layer->getColorFilter()) { 894 setupColorFilter(layer->getColorFilter()); 895 } 896 composeLayerRegion(layer, rect); 897 if (layer->getColorFilter()) { 898 resetColorFilter(); 899 } 900 } else if (!rect.isEmpty()) { 901 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 902 composeLayerRect(layer, rect, true); 903 } 904 905 dirtyClip(); 906 907 // Failing to add the layer to the cache should happen only if the layer is too large 908 if (!mCaches.layerCache.put(layer)) { 909 LAYER_LOGD("Deleting layer"); 910 Caches::getInstance().resourceCache.decrementRefcount(layer); 911 } 912} 913 914void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 915 float alpha = layer->getAlpha() / 255.0f; 916 917 setupDraw(); 918 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 919 setupDrawWithTexture(); 920 } else { 921 setupDrawWithExternalTexture(); 922 } 923 setupDrawTextureTransform(); 924 setupDrawColor(alpha, alpha, alpha, alpha); 925 setupDrawColorFilter(); 926 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 927 setupDrawProgram(); 928 setupDrawPureColorUniforms(); 929 setupDrawColorFilterUniforms(); 930 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 931 setupDrawTexture(layer->getTexture()); 932 } else { 933 setupDrawExternalTexture(layer->getTexture()); 934 } 935 if (mSnapshot->transform->isPureTranslate() && 936 layer->getWidth() == (uint32_t) rect.getWidth() && 937 layer->getHeight() == (uint32_t) rect.getHeight()) { 938 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 939 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 940 941 layer->setFilter(GL_NEAREST); 942 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 943 } else { 944 layer->setFilter(GL_LINEAR); 945 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 946 } 947 setupDrawTextureTransformUniforms(layer->getTexTransform()); 948 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 949 950 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 951 952 finishDrawTexture(); 953} 954 955void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 956 if (!layer->isTextureLayer()) { 957 const Rect& texCoords = layer->texCoords; 958 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 959 texCoords.right, texCoords.bottom); 960 961 float x = rect.left; 962 float y = rect.top; 963 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 964 layer->getWidth() == (uint32_t) rect.getWidth() && 965 layer->getHeight() == (uint32_t) rect.getHeight(); 966 967 if (simpleTransform) { 968 // When we're swapping, the layer is already in screen coordinates 969 if (!swap) { 970 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 971 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 972 } 973 974 layer->setFilter(GL_NEAREST, true); 975 } else { 976 layer->setFilter(GL_LINEAR, true); 977 } 978 979 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 980 layer->getTexture(), layer->getAlpha() / 255.0f, 981 layer->getMode(), layer->isBlend(), 982 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 983 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 984 985 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 986 } else { 987 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 988 drawTextureLayer(layer, rect); 989 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 990 } 991} 992 993void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 994 if (layer->region.isRect()) { 995 layer->setRegionAsRect(); 996 997 composeLayerRect(layer, layer->regionRect); 998 999 layer->region.clear(); 1000 return; 1001 } 1002 1003 // TODO: See LayerRenderer.cpp::generateMesh() for important 1004 // information about this implementation 1005 if (CC_LIKELY(!layer->region.isEmpty())) { 1006 size_t count; 1007 const android::Rect* rects = layer->region.getArray(&count); 1008 1009 const float alpha = layer->getAlpha() / 255.0f; 1010 const float texX = 1.0f / float(layer->getWidth()); 1011 const float texY = 1.0f / float(layer->getHeight()); 1012 const float height = rect.getHeight(); 1013 1014 setupDraw(); 1015 1016 // We must get (and therefore bind) the region mesh buffer 1017 // after we setup drawing in case we need to mess with the 1018 // stencil buffer in setupDraw() 1019 TextureVertex* mesh = mCaches.getRegionMesh(); 1020 GLsizei numQuads = 0; 1021 1022 setupDrawWithTexture(); 1023 setupDrawColor(alpha, alpha, alpha, alpha); 1024 setupDrawColorFilter(); 1025 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1026 setupDrawProgram(); 1027 setupDrawDirtyRegionsDisabled(); 1028 setupDrawPureColorUniforms(); 1029 setupDrawColorFilterUniforms(); 1030 setupDrawTexture(layer->getTexture()); 1031 if (mSnapshot->transform->isPureTranslate()) { 1032 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 1033 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 1034 1035 layer->setFilter(GL_NEAREST); 1036 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1037 } else { 1038 layer->setFilter(GL_LINEAR); 1039 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1040 } 1041 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 1042 1043 for (size_t i = 0; i < count; i++) { 1044 const android::Rect* r = &rects[i]; 1045 1046 const float u1 = r->left * texX; 1047 const float v1 = (height - r->top) * texY; 1048 const float u2 = r->right * texX; 1049 const float v2 = (height - r->bottom) * texY; 1050 1051 // TODO: Reject quads outside of the clip 1052 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1053 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1054 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1055 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1056 1057 numQuads++; 1058 1059 if (numQuads >= REGION_MESH_QUAD_COUNT) { 1060 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 1061 numQuads = 0; 1062 mesh = mCaches.getRegionMesh(); 1063 } 1064 } 1065 1066 if (numQuads > 0) { 1067 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 1068 } 1069 1070 finishDrawTexture(); 1071 1072#if DEBUG_LAYERS_AS_REGIONS 1073 drawRegionRects(layer->region); 1074#endif 1075 1076 layer->region.clear(); 1077 } 1078} 1079 1080void OpenGLRenderer::drawRegionRects(const Region& region) { 1081#if DEBUG_LAYERS_AS_REGIONS 1082 size_t count; 1083 const android::Rect* rects = region.getArray(&count); 1084 1085 uint32_t colors[] = { 1086 0x7fff0000, 0x7f00ff00, 1087 0x7f0000ff, 0x7fff00ff, 1088 }; 1089 1090 int offset = 0; 1091 int32_t top = rects[0].top; 1092 1093 for (size_t i = 0; i < count; i++) { 1094 if (top != rects[i].top) { 1095 offset ^= 0x2; 1096 top = rects[i].top; 1097 } 1098 1099 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1100 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1101 SkXfermode::kSrcOver_Mode); 1102 } 1103#endif 1104} 1105 1106void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color, 1107 SkXfermode::Mode mode, bool dirty) { 1108 int count = 0; 1109 Vector<float> rects; 1110 1111 SkRegion::Iterator it(region); 1112 while (!it.done()) { 1113 const SkIRect& r = it.rect(); 1114 rects.push(r.fLeft); 1115 rects.push(r.fTop); 1116 rects.push(r.fRight); 1117 rects.push(r.fBottom); 1118 count += 4; 1119 it.next(); 1120 } 1121 1122 drawColorRects(rects.array(), count, color, mode, true, dirty); 1123} 1124 1125void OpenGLRenderer::dirtyLayer(const float left, const float top, 1126 const float right, const float bottom, const mat4 transform) { 1127 if (hasLayer()) { 1128 Rect bounds(left, top, right, bottom); 1129 transform.mapRect(bounds); 1130 dirtyLayerUnchecked(bounds, getRegion()); 1131 } 1132} 1133 1134void OpenGLRenderer::dirtyLayer(const float left, const float top, 1135 const float right, const float bottom) { 1136 if (hasLayer()) { 1137 Rect bounds(left, top, right, bottom); 1138 dirtyLayerUnchecked(bounds, getRegion()); 1139 } 1140} 1141 1142void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1143 if (bounds.intersect(*mSnapshot->clipRect)) { 1144 bounds.snapToPixelBoundaries(); 1145 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1146 if (!dirty.isEmpty()) { 1147 region->orSelf(dirty); 1148 } 1149 } 1150} 1151 1152void OpenGLRenderer::clearLayerRegions() { 1153 const size_t count = mLayers.size(); 1154 if (count == 0) return; 1155 1156 if (!mSnapshot->isIgnored()) { 1157 // Doing several glScissor/glClear here can negatively impact 1158 // GPUs with a tiler architecture, instead we draw quads with 1159 // the Clear blending mode 1160 1161 // The list contains bounds that have already been clipped 1162 // against their initial clip rect, and the current clip 1163 // is likely different so we need to disable clipping here 1164 bool scissorChanged = mCaches.disableScissor(); 1165 1166 Vertex mesh[count * 6]; 1167 Vertex* vertex = mesh; 1168 1169 for (uint32_t i = 0; i < count; i++) { 1170 Rect* bounds = mLayers.itemAt(i); 1171 1172 Vertex::set(vertex++, bounds->left, bounds->bottom); 1173 Vertex::set(vertex++, bounds->left, bounds->top); 1174 Vertex::set(vertex++, bounds->right, bounds->top); 1175 Vertex::set(vertex++, bounds->left, bounds->bottom); 1176 Vertex::set(vertex++, bounds->right, bounds->top); 1177 Vertex::set(vertex++, bounds->right, bounds->bottom); 1178 1179 delete bounds; 1180 } 1181 1182 setupDraw(false); 1183 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1184 setupDrawBlending(true, SkXfermode::kClear_Mode); 1185 setupDrawProgram(); 1186 setupDrawPureColorUniforms(); 1187 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1188 setupDrawVertices(&mesh[0].position[0]); 1189 1190 glDrawArrays(GL_TRIANGLES, 0, count * 6); 1191 1192 if (scissorChanged) mCaches.enableScissor(); 1193 } else { 1194 for (uint32_t i = 0; i < count; i++) { 1195 delete mLayers.itemAt(i); 1196 } 1197 } 1198 1199 mLayers.clear(); 1200} 1201 1202/////////////////////////////////////////////////////////////////////////////// 1203// Transforms 1204/////////////////////////////////////////////////////////////////////////////// 1205 1206void OpenGLRenderer::translate(float dx, float dy) { 1207 mSnapshot->transform->translate(dx, dy, 0.0f); 1208} 1209 1210void OpenGLRenderer::rotate(float degrees) { 1211 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 1212} 1213 1214void OpenGLRenderer::scale(float sx, float sy) { 1215 mSnapshot->transform->scale(sx, sy, 1.0f); 1216} 1217 1218void OpenGLRenderer::skew(float sx, float sy) { 1219 mSnapshot->transform->skew(sx, sy); 1220} 1221 1222void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1223 if (matrix) { 1224 mSnapshot->transform->load(*matrix); 1225 } else { 1226 mSnapshot->transform->loadIdentity(); 1227 } 1228} 1229 1230void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1231 mSnapshot->transform->copyTo(*matrix); 1232} 1233 1234void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1235 SkMatrix transform; 1236 mSnapshot->transform->copyTo(transform); 1237 transform.preConcat(*matrix); 1238 mSnapshot->transform->load(transform); 1239} 1240 1241/////////////////////////////////////////////////////////////////////////////// 1242// Clipping 1243/////////////////////////////////////////////////////////////////////////////// 1244 1245void OpenGLRenderer::setScissorFromClip() { 1246 Rect clip(*mSnapshot->clipRect); 1247 clip.snapToPixelBoundaries(); 1248 1249 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1250 clip.getWidth(), clip.getHeight())) { 1251 mDirtyClip = false; 1252 } 1253} 1254 1255void OpenGLRenderer::ensureStencilBuffer() { 1256 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1257 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1258 // just hope we have one when hasLayer() returns false. 1259 if (hasLayer()) { 1260 attachStencilBufferToLayer(mSnapshot->layer); 1261 } 1262} 1263 1264void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1265 // The layer's FBO is already bound when we reach this stage 1266 if (!layer->getStencilRenderBuffer()) { 1267 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1268 // is attached after we initiated tiling. We must turn it off, 1269 // attach the new render buffer then turn tiling back on 1270 endTiling(); 1271 1272 // TODO: See Layer::removeFbo(). The stencil renderbuffer should be cached 1273 GLuint buffer; 1274 glGenRenderbuffers(1, &buffer); 1275 1276 layer->setStencilRenderBuffer(buffer); 1277 layer->bindStencilRenderBuffer(); 1278 layer->allocateStencilRenderBuffer(); 1279 1280 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, buffer); 1281 1282 startTiling(layer->clipRect, layer->layer.getHeight()); 1283 } 1284} 1285 1286void OpenGLRenderer::setStencilFromClip() { 1287 if (!mCaches.debugOverdraw) { 1288 if (!mSnapshot->clipRegion->isEmpty()) { 1289 // NOTE: The order here is important, we must set dirtyClip to false 1290 // before any draw call to avoid calling back into this method 1291 mDirtyClip = false; 1292 1293 ensureStencilBuffer(); 1294 1295 mCaches.stencil.enableWrite(); 1296 1297 // Clear the stencil but first make sure we restrict drawing 1298 // to the region's bounds 1299 bool resetScissor = mCaches.enableScissor(); 1300 if (resetScissor) { 1301 // The scissor was not set so we now need to update it 1302 setScissorFromClip(); 1303 } 1304 mCaches.stencil.clear(); 1305 if (resetScissor) mCaches.disableScissor(); 1306 1307 // NOTE: We could use the region contour path to generate a smaller mesh 1308 // Since we are using the stencil we could use the red book path 1309 // drawing technique. It might increase bandwidth usage though. 1310 1311 // The last parameter is important: we are not drawing in the color buffer 1312 // so we don't want to dirty the current layer, if any 1313 drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false); 1314 1315 mCaches.stencil.enableTest(); 1316 } else { 1317 mCaches.stencil.disable(); 1318 } 1319 } 1320} 1321 1322const Rect& OpenGLRenderer::getClipBounds() { 1323 return mSnapshot->getLocalClip(); 1324} 1325 1326bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) { 1327 if (mSnapshot->isIgnored()) { 1328 return true; 1329 } 1330 1331 Rect r(left, top, right, bottom); 1332 mSnapshot->transform->mapRect(r); 1333 r.snapToPixelBoundaries(); 1334 1335 Rect clipRect(*mSnapshot->clipRect); 1336 clipRect.snapToPixelBoundaries(); 1337 1338 return !clipRect.intersects(r); 1339} 1340 1341bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1342 Rect& transformed, Rect& clip) { 1343 if (mSnapshot->isIgnored()) { 1344 return true; 1345 } 1346 1347 transformed.set(left, top, right, bottom); 1348 mSnapshot->transform->mapRect(transformed); 1349 transformed.snapToPixelBoundaries(); 1350 1351 clip.set(*mSnapshot->clipRect); 1352 clip.snapToPixelBoundaries(); 1353 1354 return !clip.intersects(transformed); 1355} 1356 1357bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, 1358 SkPaint* paint) { 1359 if (paint->getStyle() != SkPaint::kFill_Style) { 1360 float outset = paint->getStrokeWidth() * 0.5f; 1361 return quickReject(left - outset, top - outset, right + outset, bottom + outset); 1362 } else { 1363 return quickReject(left, top, right, bottom); 1364 } 1365} 1366 1367bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1368 if (mSnapshot->isIgnored() || bottom <= top || right <= left) { 1369 return true; 1370 } 1371 1372 Rect r(left, top, right, bottom); 1373 mSnapshot->transform->mapRect(r); 1374 r.snapToPixelBoundaries(); 1375 1376 Rect clipRect(*mSnapshot->clipRect); 1377 clipRect.snapToPixelBoundaries(); 1378 1379 bool rejected = !clipRect.intersects(r); 1380 if (!isDeferred() && !rejected) { 1381 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r)); 1382 } 1383 1384 return rejected; 1385} 1386 1387void OpenGLRenderer::debugClip() { 1388#if DEBUG_CLIP_REGIONS 1389 if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) { 1390 drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode); 1391 } 1392#endif 1393} 1394 1395bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1396 if (CC_LIKELY(mSnapshot->transform->rectToRect())) { 1397 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1398 if (clipped) { 1399 dirtyClip(); 1400 } 1401 return !mSnapshot->clipRect->isEmpty(); 1402 } 1403 1404 SkPath path; 1405 path.addRect(left, top, right, bottom); 1406 1407 return clipPath(&path, op); 1408} 1409 1410bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) { 1411 SkMatrix transform; 1412 mSnapshot->transform->copyTo(transform); 1413 1414 SkPath transformed; 1415 path->transform(transform, &transformed); 1416 1417 SkRegion clip; 1418 if (!mSnapshot->clipRegion->isEmpty()) { 1419 clip.setRegion(*mSnapshot->clipRegion); 1420 } else { 1421 Rect* bounds = mSnapshot->clipRect; 1422 clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom); 1423 } 1424 1425 SkRegion region; 1426 region.setPath(transformed, clip); 1427 1428 bool clipped = mSnapshot->clipRegionTransformed(region, op); 1429 if (clipped) { 1430 dirtyClip(); 1431 } 1432 return !mSnapshot->clipRect->isEmpty(); 1433} 1434 1435bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) { 1436 bool clipped = mSnapshot->clipRegionTransformed(*region, op); 1437 if (clipped) { 1438 dirtyClip(); 1439 } 1440 return !mSnapshot->clipRect->isEmpty(); 1441} 1442 1443Rect* OpenGLRenderer::getClipRect() { 1444 return mSnapshot->clipRect; 1445} 1446 1447/////////////////////////////////////////////////////////////////////////////// 1448// Drawing commands 1449/////////////////////////////////////////////////////////////////////////////// 1450 1451void OpenGLRenderer::setupDraw(bool clear) { 1452 // TODO: It would be best if we could do this before quickReject() 1453 // changes the scissor test state 1454 if (clear) clearLayerRegions(); 1455 // Make sure setScissor & setStencil happen at the beginning of 1456 // this method 1457 if (mDirtyClip) { 1458 setScissorFromClip(); 1459 setStencilFromClip(); 1460 } 1461 mDescription.reset(); 1462 mSetShaderColor = false; 1463 mColorSet = false; 1464 mColorA = mColorR = mColorG = mColorB = 0.0f; 1465 mTextureUnit = 0; 1466 mTrackDirtyRegions = true; 1467} 1468 1469void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1470 mDescription.hasTexture = true; 1471 mDescription.hasAlpha8Texture = isAlpha8; 1472} 1473 1474void OpenGLRenderer::setupDrawWithExternalTexture() { 1475 mDescription.hasExternalTexture = true; 1476} 1477 1478void OpenGLRenderer::setupDrawNoTexture() { 1479 mCaches.disbaleTexCoordsVertexArray(); 1480} 1481 1482void OpenGLRenderer::setupDrawAA() { 1483 mDescription.isAA = true; 1484} 1485 1486void OpenGLRenderer::setupDrawPoint(float pointSize) { 1487 mDescription.isPoint = true; 1488 mDescription.pointSize = pointSize; 1489} 1490 1491void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1492 mColorA = alpha / 255.0f; 1493 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1494 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1495 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1496 mColorSet = true; 1497 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1498} 1499 1500void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1501 mColorA = alpha / 255.0f; 1502 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1503 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1504 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1505 mColorSet = true; 1506 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1507} 1508 1509void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1510 mCaches.fontRenderer->describe(mDescription, paint); 1511} 1512 1513void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1514 mColorA = a; 1515 mColorR = r; 1516 mColorG = g; 1517 mColorB = b; 1518 mColorSet = true; 1519 mSetShaderColor = mDescription.setColor(r, g, b, a); 1520} 1521 1522void OpenGLRenderer::setupDrawShader() { 1523 if (mShader) { 1524 mShader->describe(mDescription, mCaches.extensions); 1525 } 1526} 1527 1528void OpenGLRenderer::setupDrawColorFilter() { 1529 if (mColorFilter) { 1530 mColorFilter->describe(mDescription, mCaches.extensions); 1531 } 1532} 1533 1534void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1535 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1536 mColorA = 1.0f; 1537 mColorR = mColorG = mColorB = 0.0f; 1538 mSetShaderColor = mDescription.modulate = true; 1539 } 1540} 1541 1542void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1543 // When the blending mode is kClear_Mode, we need to use a modulate color 1544 // argb=1,0,0,0 1545 accountForClear(mode); 1546 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1547 mDescription, swapSrcDst); 1548} 1549 1550void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1551 // When the blending mode is kClear_Mode, we need to use a modulate color 1552 // argb=1,0,0,0 1553 accountForClear(mode); 1554 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()) || 1555 (mColorFilter && mColorFilter->blend()), mode, mDescription, swapSrcDst); 1556} 1557 1558void OpenGLRenderer::setupDrawProgram() { 1559 useProgram(mCaches.programCache.get(mDescription)); 1560} 1561 1562void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1563 mTrackDirtyRegions = false; 1564} 1565 1566void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1567 bool ignoreTransform) { 1568 mModelView.loadTranslate(left, top, 0.0f); 1569 if (!ignoreTransform) { 1570 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1571 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1572 } else { 1573 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1574 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1575 } 1576} 1577 1578void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1579 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1580} 1581 1582void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1583 bool ignoreTransform, bool ignoreModelView) { 1584 if (!ignoreModelView) { 1585 mModelView.loadTranslate(left, top, 0.0f); 1586 mModelView.scale(right - left, bottom - top, 1.0f); 1587 } else { 1588 mModelView.loadIdentity(); 1589 } 1590 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1591 if (!ignoreTransform) { 1592 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1593 if (mTrackDirtyRegions && dirty) { 1594 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1595 } 1596 } else { 1597 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1598 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1599 } 1600} 1601 1602void OpenGLRenderer::setupDrawPointUniforms() { 1603 int slot = mCaches.currentProgram->getUniform("pointSize"); 1604 glUniform1f(slot, mDescription.pointSize); 1605} 1606 1607void OpenGLRenderer::setupDrawColorUniforms() { 1608 if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) { 1609 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1610 } 1611} 1612 1613void OpenGLRenderer::setupDrawPureColorUniforms() { 1614 if (mSetShaderColor) { 1615 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1616 } 1617} 1618 1619void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1620 if (mShader) { 1621 if (ignoreTransform) { 1622 mModelView.loadInverse(*mSnapshot->transform); 1623 } 1624 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1625 } 1626} 1627 1628void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1629 if (mShader) { 1630 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1631 } 1632} 1633 1634void OpenGLRenderer::setupDrawColorFilterUniforms() { 1635 if (mColorFilter) { 1636 mColorFilter->setupProgram(mCaches.currentProgram); 1637 } 1638} 1639 1640void OpenGLRenderer::setupDrawTextGammaUniforms() { 1641 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1642} 1643 1644void OpenGLRenderer::setupDrawSimpleMesh() { 1645 bool force = mCaches.bindMeshBuffer(); 1646 mCaches.bindPositionVertexPointer(force, 0); 1647 mCaches.unbindIndicesBuffer(); 1648} 1649 1650void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1651 bindTexture(texture); 1652 mTextureUnit++; 1653 mCaches.enableTexCoordsVertexArray(); 1654} 1655 1656void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1657 bindExternalTexture(texture); 1658 mTextureUnit++; 1659 mCaches.enableTexCoordsVertexArray(); 1660} 1661 1662void OpenGLRenderer::setupDrawTextureTransform() { 1663 mDescription.hasTextureTransform = true; 1664} 1665 1666void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1667 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1668 GL_FALSE, &transform.data[0]); 1669} 1670 1671void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1672 bool force = false; 1673 if (!vertices) { 1674 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1675 } else { 1676 force = mCaches.unbindMeshBuffer(); 1677 } 1678 1679 mCaches.bindPositionVertexPointer(force, vertices); 1680 if (mCaches.currentProgram->texCoords >= 0) { 1681 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1682 } 1683 1684 mCaches.unbindIndicesBuffer(); 1685} 1686 1687void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1688 bool force = mCaches.unbindMeshBuffer(); 1689 mCaches.bindPositionVertexPointer(force, vertices); 1690 if (mCaches.currentProgram->texCoords >= 0) { 1691 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1692 } 1693} 1694 1695void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1696 bool force = mCaches.unbindMeshBuffer(); 1697 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1698 mCaches.unbindIndicesBuffer(); 1699} 1700 1701void OpenGLRenderer::finishDrawTexture() { 1702} 1703 1704/////////////////////////////////////////////////////////////////////////////// 1705// Drawing 1706/////////////////////////////////////////////////////////////////////////////// 1707 1708status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, 1709 Rect& dirty, int32_t flags, uint32_t level) { 1710 1711 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1712 // will be performed by the display list itself 1713 if (displayList && displayList->isRenderable()) { 1714 return displayList->replay(*this, dirty, flags, level); 1715 } 1716 1717 return DrawGlInfo::kStatusDone; 1718} 1719 1720void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1721 if (displayList) { 1722 displayList->output(level); 1723 } 1724} 1725 1726void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1727 int alpha; 1728 SkXfermode::Mode mode; 1729 getAlphaAndMode(paint, &alpha, &mode); 1730 1731 int color = paint != NULL ? paint->getColor() : 0; 1732 1733 float x = left; 1734 float y = top; 1735 1736 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1737 1738 bool ignoreTransform = false; 1739 if (mSnapshot->transform->isPureTranslate()) { 1740 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1741 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1742 ignoreTransform = true; 1743 1744 texture->setFilter(GL_NEAREST, true); 1745 } else { 1746 texture->setFilter(FILTER(paint), true); 1747 } 1748 1749 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1750 paint != NULL, color, alpha, mode, (GLvoid*) NULL, 1751 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 1752} 1753 1754status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1755 const float right = left + bitmap->width(); 1756 const float bottom = top + bitmap->height(); 1757 1758 if (quickReject(left, top, right, bottom)) { 1759 return DrawGlInfo::kStatusDone; 1760 } 1761 1762 mCaches.activeTexture(0); 1763 Texture* texture = mCaches.textureCache.get(bitmap); 1764 if (!texture) return DrawGlInfo::kStatusDone; 1765 const AutoTexture autoCleanup(texture); 1766 1767 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1768 drawAlphaBitmap(texture, left, top, paint); 1769 } else { 1770 drawTextureRect(left, top, right, bottom, texture, paint); 1771 } 1772 1773 return DrawGlInfo::kStatusDrew; 1774} 1775 1776status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1777 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1778 const mat4 transform(*matrix); 1779 transform.mapRect(r); 1780 1781 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1782 return DrawGlInfo::kStatusDone; 1783 } 1784 1785 mCaches.activeTexture(0); 1786 Texture* texture = mCaches.textureCache.get(bitmap); 1787 if (!texture) return DrawGlInfo::kStatusDone; 1788 const AutoTexture autoCleanup(texture); 1789 1790 // This could be done in a cheaper way, all we need is pass the matrix 1791 // to the vertex shader. The save/restore is a bit overkill. 1792 save(SkCanvas::kMatrix_SaveFlag); 1793 concatMatrix(matrix); 1794 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1795 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 1796 } else { 1797 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1798 } 1799 restore(); 1800 1801 return DrawGlInfo::kStatusDrew; 1802} 1803 1804status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1805 const float right = left + bitmap->width(); 1806 const float bottom = top + bitmap->height(); 1807 1808 if (quickReject(left, top, right, bottom)) { 1809 return DrawGlInfo::kStatusDone; 1810 } 1811 1812 mCaches.activeTexture(0); 1813 Texture* texture = mCaches.textureCache.getTransient(bitmap); 1814 const AutoTexture autoCleanup(texture); 1815 1816 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1817 drawAlphaBitmap(texture, left, top, paint); 1818 } else { 1819 drawTextureRect(left, top, right, bottom, texture, paint); 1820 } 1821 1822 return DrawGlInfo::kStatusDrew; 1823} 1824 1825status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1826 float* vertices, int* colors, SkPaint* paint) { 1827 if (!vertices || mSnapshot->isIgnored()) { 1828 return DrawGlInfo::kStatusDone; 1829 } 1830 1831 float left = FLT_MAX; 1832 float top = FLT_MAX; 1833 float right = FLT_MIN; 1834 float bottom = FLT_MIN; 1835 1836 const uint32_t count = meshWidth * meshHeight * 6; 1837 1838 // TODO: Support the colors array 1839 TextureVertex mesh[count]; 1840 TextureVertex* vertex = mesh; 1841 1842 for (int32_t y = 0; y < meshHeight; y++) { 1843 for (int32_t x = 0; x < meshWidth; x++) { 1844 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1845 1846 float u1 = float(x) / meshWidth; 1847 float u2 = float(x + 1) / meshWidth; 1848 float v1 = float(y) / meshHeight; 1849 float v2 = float(y + 1) / meshHeight; 1850 1851 int ax = i + (meshWidth + 1) * 2; 1852 int ay = ax + 1; 1853 int bx = i; 1854 int by = bx + 1; 1855 int cx = i + 2; 1856 int cy = cx + 1; 1857 int dx = i + (meshWidth + 1) * 2 + 2; 1858 int dy = dx + 1; 1859 1860 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1861 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1862 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1863 1864 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1865 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1866 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1867 1868 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1869 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1870 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1871 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1872 } 1873 } 1874 1875 if (quickReject(left, top, right, bottom)) { 1876 return DrawGlInfo::kStatusDone; 1877 } 1878 1879 mCaches.activeTexture(0); 1880 Texture* texture = mCaches.textureCache.get(bitmap); 1881 if (!texture) return DrawGlInfo::kStatusDone; 1882 const AutoTexture autoCleanup(texture); 1883 1884 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1885 texture->setFilter(FILTER(paint), true); 1886 1887 int alpha; 1888 SkXfermode::Mode mode; 1889 getAlphaAndMode(paint, &alpha, &mode); 1890 1891 if (hasLayer()) { 1892 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1893 } 1894 1895 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1896 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1897 GL_TRIANGLES, count, false, false, 0, false, false); 1898 1899 return DrawGlInfo::kStatusDrew; 1900} 1901 1902status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1903 float srcLeft, float srcTop, float srcRight, float srcBottom, 1904 float dstLeft, float dstTop, float dstRight, float dstBottom, 1905 SkPaint* paint) { 1906 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1907 return DrawGlInfo::kStatusDone; 1908 } 1909 1910 mCaches.activeTexture(0); 1911 Texture* texture = mCaches.textureCache.get(bitmap); 1912 if (!texture) return DrawGlInfo::kStatusDone; 1913 const AutoTexture autoCleanup(texture); 1914 1915 const float width = texture->width; 1916 const float height = texture->height; 1917 1918 const float u1 = fmax(0.0f, srcLeft / width); 1919 const float v1 = fmax(0.0f, srcTop / height); 1920 const float u2 = fmin(1.0f, srcRight / width); 1921 const float v2 = fmin(1.0f, srcBottom / height); 1922 1923 mCaches.unbindMeshBuffer(); 1924 resetDrawTextureTexCoords(u1, v1, u2, v2); 1925 1926 int alpha; 1927 SkXfermode::Mode mode; 1928 getAlphaAndMode(paint, &alpha, &mode); 1929 1930 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1931 1932 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 1933 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 1934 1935 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 1936 // Apply a scale transform on the canvas only when a shader is in use 1937 // Skia handles the ratio between the dst and src rects as a scale factor 1938 // when a shader is set 1939 bool useScaleTransform = mShader && scaled; 1940 bool ignoreTransform = false; 1941 1942 if (CC_LIKELY(mSnapshot->transform->isPureTranslate() && !useScaleTransform)) { 1943 float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1944 float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1945 1946 dstRight = x + (dstRight - dstLeft); 1947 dstBottom = y + (dstBottom - dstTop); 1948 1949 dstLeft = x; 1950 dstTop = y; 1951 1952 texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true); 1953 ignoreTransform = true; 1954 } else { 1955 texture->setFilter(FILTER(paint), true); 1956 } 1957 1958 if (CC_UNLIKELY(useScaleTransform)) { 1959 save(SkCanvas::kMatrix_SaveFlag); 1960 translate(dstLeft, dstTop); 1961 scale(scaleX, scaleY); 1962 1963 dstLeft = 0.0f; 1964 dstTop = 0.0f; 1965 1966 dstRight = srcRight - srcLeft; 1967 dstBottom = srcBottom - srcTop; 1968 } 1969 1970 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1971 int color = paint ? paint->getColor() : 0; 1972 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 1973 texture->id, paint != NULL, color, alpha, mode, 1974 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1975 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 1976 } else { 1977 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 1978 texture->id, alpha / 255.0f, mode, texture->blend, 1979 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1980 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 1981 } 1982 1983 if (CC_UNLIKELY(useScaleTransform)) { 1984 restore(); 1985 } 1986 1987 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1988 1989 return DrawGlInfo::kStatusDrew; 1990} 1991 1992status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1993 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1994 float left, float top, float right, float bottom, SkPaint* paint) { 1995 int alpha; 1996 SkXfermode::Mode mode; 1997 getAlphaAndModeDirect(paint, &alpha, &mode); 1998 1999 return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors, 2000 left, top, right, bottom, alpha, mode); 2001} 2002 2003status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 2004 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 2005 float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) { 2006 if (quickReject(left, top, right, bottom)) { 2007 return DrawGlInfo::kStatusDone; 2008 } 2009 2010 alpha *= mSnapshot->alpha; 2011 2012 mCaches.activeTexture(0); 2013 Texture* texture = mCaches.textureCache.get(bitmap); 2014 if (!texture) return DrawGlInfo::kStatusDone; 2015 const AutoTexture autoCleanup(texture); 2016 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2017 texture->setFilter(GL_LINEAR, true); 2018 2019 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 2020 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 2021 2022 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2023 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2024 // Mark the current layer dirty where we are going to draw the patch 2025 if (hasLayer() && mesh->hasEmptyQuads) { 2026 const float offsetX = left + mSnapshot->transform->getTranslateX(); 2027 const float offsetY = top + mSnapshot->transform->getTranslateY(); 2028 const size_t count = mesh->quads.size(); 2029 for (size_t i = 0; i < count; i++) { 2030 const Rect& bounds = mesh->quads.itemAt(i); 2031 if (CC_LIKELY(pureTranslate)) { 2032 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2033 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2034 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2035 } else { 2036 dirtyLayer(left + bounds.left, top + bounds.top, 2037 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 2038 } 2039 } 2040 } 2041 2042 if (CC_LIKELY(pureTranslate)) { 2043 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2044 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2045 2046 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 2047 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 2048 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 2049 true, !mesh->hasEmptyQuads); 2050 } else { 2051 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 2052 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 2053 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 2054 true, !mesh->hasEmptyQuads); 2055 } 2056 } 2057 2058 return DrawGlInfo::kStatusDrew; 2059} 2060 2061status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint, 2062 bool useOffset) { 2063 if (!vertexBuffer.getSize()) { 2064 // no vertices to draw 2065 return DrawGlInfo::kStatusDone; 2066 } 2067 2068 int color = paint->getColor(); 2069 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 2070 bool isAA = paint->isAntiAlias(); 2071 2072 setupDraw(); 2073 setupDrawNoTexture(); 2074 if (isAA) setupDrawAA(); 2075 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2076 setupDrawColorFilter(); 2077 setupDrawShader(); 2078 setupDrawBlending(isAA, mode); 2079 setupDrawProgram(); 2080 setupDrawModelViewIdentity(useOffset); 2081 setupDrawColorUniforms(); 2082 setupDrawColorFilterUniforms(); 2083 setupDrawShaderIdentityUniforms(); 2084 2085 void* vertices = vertexBuffer.getBuffer(); 2086 bool force = mCaches.unbindMeshBuffer(); 2087 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2088 mCaches.resetTexCoordsVertexPointer(); 2089 mCaches.unbindIndicesBuffer(); 2090 2091 int alphaSlot = -1; 2092 if (isAA) { 2093 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2094 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2095 2096 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2097 glEnableVertexAttribArray(alphaSlot); 2098 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2099 } 2100 2101 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize()); 2102 2103 if (isAA) { 2104 glDisableVertexAttribArray(alphaSlot); 2105 } 2106 2107 return DrawGlInfo::kStatusDrew; 2108} 2109 2110/** 2111 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2112 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2113 * screen space in all directions. However, instead of using a fragment shader to compute the 2114 * translucency of the color from its position, we simply use a varying parameter to define how far 2115 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2116 * 2117 * Doesn't yet support joins, caps, or path effects. 2118 */ 2119status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { 2120 VertexBuffer vertexBuffer; 2121 // TODO: try clipping large paths to viewport 2122 PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer); 2123 2124 SkRect bounds = path.getBounds(); 2125 PathTessellator::expandBoundsForStroke(bounds, paint, false); 2126 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform); 2127 2128 return drawVertexBuffer(vertexBuffer, paint); 2129} 2130 2131/** 2132 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2133 * and additional geometry for defining an alpha slope perimeter. 2134 * 2135 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2136 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2137 * in-shader alpha region, but found it to be taxing on some GPUs. 2138 * 2139 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2140 * memory transfer by removing need for degenerate vertices. 2141 */ 2142status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 2143 if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2144 2145 count &= ~0x3; // round down to nearest four 2146 2147 VertexBuffer buffer; 2148 SkRect bounds; 2149 PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer); 2150 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform); 2151 2152 bool useOffset = !paint->isAntiAlias(); 2153 return drawVertexBuffer(buffer, paint, useOffset); 2154} 2155 2156status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2157 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2158 2159 // TODO: The paint's cap style defines whether the points are square or circular 2160 // TODO: Handle AA for round points 2161 2162 // A stroke width of 0 has a special meaning in Skia: 2163 // it draws an unscaled 1px point 2164 float strokeWidth = paint->getStrokeWidth(); 2165 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 2166 if (isHairLine) { 2167 // Now that we know it's hairline, we can set the effective width, to be used later 2168 strokeWidth = 1.0f; 2169 } 2170 const float halfWidth = strokeWidth / 2; 2171 int alpha; 2172 SkXfermode::Mode mode; 2173 getAlphaAndMode(paint, &alpha, &mode); 2174 2175 int verticesCount = count >> 1; 2176 int generatedVerticesCount = 0; 2177 2178 TextureVertex pointsData[verticesCount]; 2179 TextureVertex* vertex = &pointsData[0]; 2180 2181 // TODO: We should optimize this method to not generate vertices for points 2182 // that lie outside of the clip. 2183 mCaches.enableScissor(); 2184 2185 setupDraw(); 2186 setupDrawNoTexture(); 2187 setupDrawPoint(strokeWidth); 2188 setupDrawColor(paint->getColor(), alpha); 2189 setupDrawColorFilter(); 2190 setupDrawShader(); 2191 setupDrawBlending(mode); 2192 setupDrawProgram(); 2193 setupDrawModelViewIdentity(true); 2194 setupDrawColorUniforms(); 2195 setupDrawColorFilterUniforms(); 2196 setupDrawPointUniforms(); 2197 setupDrawShaderIdentityUniforms(); 2198 setupDrawMesh(vertex); 2199 2200 for (int i = 0; i < count; i += 2) { 2201 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 2202 generatedVerticesCount++; 2203 2204 float left = points[i] - halfWidth; 2205 float right = points[i] + halfWidth; 2206 float top = points[i + 1] - halfWidth; 2207 float bottom = points [i + 1] + halfWidth; 2208 2209 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 2210 } 2211 2212 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 2213 2214 return DrawGlInfo::kStatusDrew; 2215} 2216 2217status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2218 // No need to check against the clip, we fill the clip region 2219 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2220 2221 Rect& clip(*mSnapshot->clipRect); 2222 clip.snapToPixelBoundaries(); 2223 2224 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2225 2226 return DrawGlInfo::kStatusDrew; 2227} 2228 2229status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2230 SkPaint* paint) { 2231 if (!texture) return DrawGlInfo::kStatusDone; 2232 const AutoTexture autoCleanup(texture); 2233 2234 const float x = left + texture->left - texture->offset; 2235 const float y = top + texture->top - texture->offset; 2236 2237 drawPathTexture(texture, x, y, paint); 2238 2239 return DrawGlInfo::kStatusDrew; 2240} 2241 2242status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2243 float rx, float ry, SkPaint* p) { 2244 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2245 return DrawGlInfo::kStatusDone; 2246 } 2247 2248 if (p->getPathEffect() != 0) { 2249 mCaches.activeTexture(0); 2250 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 2251 right - left, bottom - top, rx, ry, p); 2252 return drawShape(left, top, texture, p); 2253 } 2254 2255 SkPath path; 2256 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2257 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2258 float outset = p->getStrokeWidth() / 2; 2259 rect.outset(outset, outset); 2260 rx += outset; 2261 ry += outset; 2262 } 2263 path.addRoundRect(rect, rx, ry); 2264 return drawConvexPath(path, p); 2265} 2266 2267status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2268 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, 2269 x + radius, y + radius, p)) { 2270 return DrawGlInfo::kStatusDone; 2271 } 2272 if (p->getPathEffect() != 0) { 2273 mCaches.activeTexture(0); 2274 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, p); 2275 return drawShape(x - radius, y - radius, texture, p); 2276 } 2277 2278 SkPath path; 2279 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2280 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2281 } else { 2282 path.addCircle(x, y, radius); 2283 } 2284 return drawConvexPath(path, p); 2285} 2286 2287status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2288 SkPaint* p) { 2289 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2290 return DrawGlInfo::kStatusDone; 2291 } 2292 2293 if (p->getPathEffect() != 0) { 2294 mCaches.activeTexture(0); 2295 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, p); 2296 return drawShape(left, top, texture, p); 2297 } 2298 2299 SkPath path; 2300 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2301 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2302 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2303 } 2304 path.addOval(rect); 2305 return drawConvexPath(path, p); 2306} 2307 2308status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2309 float startAngle, float sweepAngle, bool useCenter, SkPaint* p) { 2310 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2311 return DrawGlInfo::kStatusDone; 2312 } 2313 2314 if (fabs(sweepAngle) >= 360.0f) { 2315 return drawOval(left, top, right, bottom, p); 2316 } 2317 2318 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2319 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2320 mCaches.activeTexture(0); 2321 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2322 startAngle, sweepAngle, useCenter, p); 2323 return drawShape(left, top, texture, p); 2324 } 2325 2326 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2327 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2328 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2329 } 2330 2331 SkPath path; 2332 if (useCenter) { 2333 path.moveTo(rect.centerX(), rect.centerY()); 2334 } 2335 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2336 if (useCenter) { 2337 path.close(); 2338 } 2339 return drawConvexPath(path, p); 2340} 2341 2342// See SkPaintDefaults.h 2343#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2344 2345status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2346 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2347 return DrawGlInfo::kStatusDone; 2348 } 2349 2350 if (p->getStyle() != SkPaint::kFill_Style) { 2351 // only fill style is supported by drawConvexPath, since others have to handle joins 2352 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2353 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2354 mCaches.activeTexture(0); 2355 const PathTexture* texture = 2356 mCaches.rectShapeCache.getRect(right - left, bottom - top, p); 2357 return drawShape(left, top, texture, p); 2358 } 2359 2360 SkPath path; 2361 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2362 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2363 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2364 } 2365 path.addRect(rect); 2366 return drawConvexPath(path, p); 2367 } 2368 2369 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2370 SkPath path; 2371 path.addRect(left, top, right, bottom); 2372 return drawConvexPath(path, p); 2373 } else { 2374 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2375 return DrawGlInfo::kStatusDrew; 2376 } 2377} 2378 2379void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2380 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2381 float x, float y) { 2382 mCaches.activeTexture(0); 2383 2384 // NOTE: The drop shadow will not perform gamma correction 2385 // if shader-based correction is enabled 2386 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2387 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2388 paint, text, bytesCount, count, mShadowRadius, positions); 2389 const AutoTexture autoCleanup(shadow); 2390 2391 const float sx = x - shadow->left + mShadowDx; 2392 const float sy = y - shadow->top + mShadowDy; 2393 2394 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2395 int shadowColor = mShadowColor; 2396 if (mShader) { 2397 shadowColor = 0xffffffff; 2398 } 2399 2400 setupDraw(); 2401 setupDrawWithTexture(true); 2402 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2403 setupDrawColorFilter(); 2404 setupDrawShader(); 2405 setupDrawBlending(true, mode); 2406 setupDrawProgram(); 2407 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2408 setupDrawTexture(shadow->id); 2409 setupDrawPureColorUniforms(); 2410 setupDrawColorFilterUniforms(); 2411 setupDrawShaderUniforms(); 2412 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2413 2414 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2415} 2416 2417status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2418 const float* positions, SkPaint* paint) { 2419 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2420 (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) { 2421 return DrawGlInfo::kStatusDone; 2422 } 2423 2424 // NOTE: Skia does not support perspective transform on drawPosText yet 2425 if (!mSnapshot->transform->isSimple()) { 2426 return DrawGlInfo::kStatusDone; 2427 } 2428 2429 float x = 0.0f; 2430 float y = 0.0f; 2431 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2432 if (pureTranslate) { 2433 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2434 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2435 } 2436 2437 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2438 fontRenderer.setFont(paint, *mSnapshot->transform); 2439 2440 int alpha; 2441 SkXfermode::Mode mode; 2442 getAlphaAndMode(paint, &alpha, &mode); 2443 2444 if (CC_UNLIKELY(mHasShadow)) { 2445 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2446 alpha, mode, 0.0f, 0.0f); 2447 } 2448 2449 // Pick the appropriate texture filtering 2450 bool linearFilter = mSnapshot->transform->changesBounds(); 2451 if (pureTranslate && !linearFilter) { 2452 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2453 } 2454 2455 mCaches.activeTexture(0); 2456 setupDraw(); 2457 setupDrawTextGamma(paint); 2458 setupDrawDirtyRegionsDisabled(); 2459 setupDrawWithTexture(true); 2460 setupDrawAlpha8Color(paint->getColor(), alpha); 2461 setupDrawColorFilter(); 2462 setupDrawShader(); 2463 setupDrawBlending(true, mode); 2464 setupDrawProgram(); 2465 setupDrawModelView(x, y, x, y, pureTranslate, true); 2466 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2467 setupDrawPureColorUniforms(); 2468 setupDrawColorFilterUniforms(); 2469 setupDrawShaderUniforms(pureTranslate); 2470 setupDrawTextGammaUniforms(); 2471 2472 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2473 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2474 2475 const bool hasActiveLayer = hasLayer(); 2476 2477 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2478 positions, hasActiveLayer ? &bounds : NULL)) { 2479 if (hasActiveLayer) { 2480 if (!pureTranslate) { 2481 mSnapshot->transform->mapRect(bounds); 2482 } 2483 dirtyLayerUnchecked(bounds, getRegion()); 2484 } 2485 } 2486 2487 return DrawGlInfo::kStatusDrew; 2488} 2489 2490status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2491 float x, float y, const float* positions, SkPaint* paint, float length) { 2492 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2493 (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) { 2494 return DrawGlInfo::kStatusDone; 2495 } 2496 2497 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2498 switch (paint->getTextAlign()) { 2499 case SkPaint::kCenter_Align: 2500 x -= length / 2.0f; 2501 break; 2502 case SkPaint::kRight_Align: 2503 x -= length; 2504 break; 2505 default: 2506 break; 2507 } 2508 2509 SkPaint::FontMetrics metrics; 2510 paint->getFontMetrics(&metrics, 0.0f); 2511 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2512 return DrawGlInfo::kStatusDone; 2513 } 2514 2515#if DEBUG_GLYPHS 2516 ALOGD("OpenGLRenderer drawText() with FontID=%d", 2517 SkTypeface::UniqueID(paint->getTypeface())); 2518#endif 2519 2520 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2521 fontRenderer.setFont(paint, *mSnapshot->transform); 2522 2523 const float oldX = x; 2524 const float oldY = y; 2525 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2526 if (CC_LIKELY(pureTranslate)) { 2527 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2528 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2529 } 2530 2531 int alpha; 2532 SkXfermode::Mode mode; 2533 getAlphaAndMode(paint, &alpha, &mode); 2534 2535 if (CC_UNLIKELY(mHasShadow)) { 2536 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode, 2537 oldX, oldY); 2538 } 2539 2540 // Pick the appropriate texture filtering 2541 bool linearFilter = mSnapshot->transform->changesBounds(); 2542 if (pureTranslate && !linearFilter) { 2543 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2544 } 2545 2546 // The font renderer will always use texture unit 0 2547 mCaches.activeTexture(0); 2548 setupDraw(); 2549 setupDrawTextGamma(paint); 2550 setupDrawDirtyRegionsDisabled(); 2551 setupDrawWithTexture(true); 2552 setupDrawAlpha8Color(paint->getColor(), alpha); 2553 setupDrawColorFilter(); 2554 setupDrawShader(); 2555 setupDrawBlending(true, mode); 2556 setupDrawProgram(); 2557 setupDrawModelView(x, y, x, y, pureTranslate, true); 2558 // See comment above; the font renderer must use texture unit 0 2559 // assert(mTextureUnit == 0) 2560 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2561 setupDrawPureColorUniforms(); 2562 setupDrawColorFilterUniforms(); 2563 setupDrawShaderUniforms(pureTranslate); 2564 setupDrawTextGammaUniforms(); 2565 2566 const Rect* clip = pureTranslate ? mSnapshot->clipRect : 2567 (mSnapshot->hasPerspectiveTransform() ? NULL : &mSnapshot->getLocalClip()); 2568 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2569 2570 const bool hasActiveLayer = hasLayer(); 2571 2572 bool status; 2573 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2574 SkPaint paintCopy(*paint); 2575 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2576 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2577 positions, hasActiveLayer ? &bounds : NULL); 2578 } else { 2579 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2580 positions, hasActiveLayer ? &bounds : NULL); 2581 } 2582 2583 if (status && hasActiveLayer) { 2584 if (!pureTranslate) { 2585 mSnapshot->transform->mapRect(bounds); 2586 } 2587 dirtyLayerUnchecked(bounds, getRegion()); 2588 } 2589 2590 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2591 2592 return DrawGlInfo::kStatusDrew; 2593} 2594 2595status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2596 float hOffset, float vOffset, SkPaint* paint) { 2597 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2598 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2599 return DrawGlInfo::kStatusDone; 2600 } 2601 2602 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2603 fontRenderer.setFont(paint, *mSnapshot->transform); 2604 2605 int alpha; 2606 SkXfermode::Mode mode; 2607 getAlphaAndMode(paint, &alpha, &mode); 2608 2609 mCaches.activeTexture(0); 2610 setupDraw(); 2611 setupDrawTextGamma(paint); 2612 setupDrawDirtyRegionsDisabled(); 2613 setupDrawWithTexture(true); 2614 setupDrawAlpha8Color(paint->getColor(), alpha); 2615 setupDrawColorFilter(); 2616 setupDrawShader(); 2617 setupDrawBlending(true, mode); 2618 setupDrawProgram(); 2619 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2620 setupDrawTexture(fontRenderer.getTexture(true)); 2621 setupDrawPureColorUniforms(); 2622 setupDrawColorFilterUniforms(); 2623 setupDrawShaderUniforms(false); 2624 setupDrawTextGammaUniforms(); 2625 2626 const Rect* clip = &mSnapshot->getLocalClip(); 2627 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2628 2629 const bool hasActiveLayer = hasLayer(); 2630 2631 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2632 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2633 if (hasActiveLayer) { 2634 mSnapshot->transform->mapRect(bounds); 2635 dirtyLayerUnchecked(bounds, getRegion()); 2636 } 2637 } 2638 2639 return DrawGlInfo::kStatusDrew; 2640} 2641 2642status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2643 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2644 2645 mCaches.activeTexture(0); 2646 2647 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2648 if (!texture) return DrawGlInfo::kStatusDone; 2649 const AutoTexture autoCleanup(texture); 2650 2651 const float x = texture->left - texture->offset; 2652 const float y = texture->top - texture->offset; 2653 2654 drawPathTexture(texture, x, y, paint); 2655 2656 return DrawGlInfo::kStatusDrew; 2657} 2658 2659status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2660 if (!layer) { 2661 return DrawGlInfo::kStatusDone; 2662 } 2663 2664 mat4* transform = NULL; 2665 if (layer->isTextureLayer()) { 2666 transform = &layer->getTransform(); 2667 if (!transform->isIdentity()) { 2668 save(0); 2669 mSnapshot->transform->multiply(*transform); 2670 } 2671 } 2672 2673 Rect transformed; 2674 Rect clip; 2675 const bool rejected = quickRejectNoScissor(x, y, 2676 x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip); 2677 2678 if (rejected) { 2679 if (transform && !transform->isIdentity()) { 2680 restore(); 2681 } 2682 return DrawGlInfo::kStatusDone; 2683 } 2684 2685 updateLayer(layer, true); 2686 2687 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed)); 2688 mCaches.activeTexture(0); 2689 2690 if (CC_LIKELY(!layer->region.isEmpty())) { 2691 SkiaColorFilter* oldFilter = mColorFilter; 2692 mColorFilter = layer->getColorFilter(); 2693 2694 if (layer->region.isRect()) { 2695 composeLayerRect(layer, layer->regionRect); 2696 } else if (layer->mesh) { 2697 const float a = layer->getAlpha() / 255.0f; 2698 setupDraw(); 2699 setupDrawWithTexture(); 2700 setupDrawColor(a, a, a, a); 2701 setupDrawColorFilter(); 2702 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2703 setupDrawProgram(); 2704 setupDrawPureColorUniforms(); 2705 setupDrawColorFilterUniforms(); 2706 setupDrawTexture(layer->getTexture()); 2707 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2708 int tx = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2709 int ty = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2710 2711 layer->setFilter(GL_NEAREST); 2712 setupDrawModelViewTranslate(tx, ty, 2713 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2714 } else { 2715 layer->setFilter(GL_LINEAR); 2716 setupDrawModelViewTranslate(x, y, 2717 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2718 } 2719 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2720 2721 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2722 GL_UNSIGNED_SHORT, layer->meshIndices); 2723 2724 finishDrawTexture(); 2725 2726#if DEBUG_LAYERS_AS_REGIONS 2727 drawRegionRects(layer->region); 2728#endif 2729 } 2730 2731 mColorFilter = oldFilter; 2732 2733 if (layer->debugDrawUpdate) { 2734 layer->debugDrawUpdate = false; 2735 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 2736 0x7f00ff00, SkXfermode::kSrcOver_Mode); 2737 } 2738 } 2739 2740 if (transform && !transform->isIdentity()) { 2741 restore(); 2742 } 2743 2744 return DrawGlInfo::kStatusDrew; 2745} 2746 2747/////////////////////////////////////////////////////////////////////////////// 2748// Shaders 2749/////////////////////////////////////////////////////////////////////////////// 2750 2751void OpenGLRenderer::resetShader() { 2752 mShader = NULL; 2753} 2754 2755void OpenGLRenderer::setupShader(SkiaShader* shader) { 2756 mShader = shader; 2757 if (mShader) { 2758 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2759 } 2760} 2761 2762/////////////////////////////////////////////////////////////////////////////// 2763// Color filters 2764/////////////////////////////////////////////////////////////////////////////// 2765 2766void OpenGLRenderer::resetColorFilter() { 2767 mColorFilter = NULL; 2768} 2769 2770void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2771 mColorFilter = filter; 2772} 2773 2774/////////////////////////////////////////////////////////////////////////////// 2775// Drop shadow 2776/////////////////////////////////////////////////////////////////////////////// 2777 2778void OpenGLRenderer::resetShadow() { 2779 mHasShadow = false; 2780} 2781 2782void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2783 mHasShadow = true; 2784 mShadowRadius = radius; 2785 mShadowDx = dx; 2786 mShadowDy = dy; 2787 mShadowColor = color; 2788} 2789 2790/////////////////////////////////////////////////////////////////////////////// 2791// Draw filters 2792/////////////////////////////////////////////////////////////////////////////// 2793 2794void OpenGLRenderer::resetPaintFilter() { 2795 mHasDrawFilter = false; 2796} 2797 2798void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2799 mHasDrawFilter = true; 2800 mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 2801 mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 2802} 2803 2804SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 2805 if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint; 2806 2807 uint32_t flags = paint->getFlags(); 2808 2809 mFilteredPaint = *paint; 2810 mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits); 2811 2812 return &mFilteredPaint; 2813} 2814 2815/////////////////////////////////////////////////////////////////////////////// 2816// Drawing implementation 2817/////////////////////////////////////////////////////////////////////////////// 2818 2819void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2820 float x, float y, SkPaint* paint) { 2821 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2822 return; 2823 } 2824 2825 int alpha; 2826 SkXfermode::Mode mode; 2827 getAlphaAndMode(paint, &alpha, &mode); 2828 2829 setupDraw(); 2830 setupDrawWithTexture(true); 2831 setupDrawAlpha8Color(paint->getColor(), alpha); 2832 setupDrawColorFilter(); 2833 setupDrawShader(); 2834 setupDrawBlending(true, mode); 2835 setupDrawProgram(); 2836 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2837 setupDrawTexture(texture->id); 2838 setupDrawPureColorUniforms(); 2839 setupDrawColorFilterUniforms(); 2840 setupDrawShaderUniforms(); 2841 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2842 2843 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2844 2845 finishDrawTexture(); 2846} 2847 2848// Same values used by Skia 2849#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2850#define kStdUnderline_Offset (1.0f / 9.0f) 2851#define kStdUnderline_Thickness (1.0f / 18.0f) 2852 2853void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2854 float x, float y, SkPaint* paint) { 2855 // Handle underline and strike-through 2856 uint32_t flags = paint->getFlags(); 2857 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2858 SkPaint paintCopy(*paint); 2859 float underlineWidth = length; 2860 // If length is > 0.0f, we already measured the text for the text alignment 2861 if (length <= 0.0f) { 2862 underlineWidth = paintCopy.measureText(text, bytesCount); 2863 } 2864 2865 if (CC_LIKELY(underlineWidth > 0.0f)) { 2866 const float textSize = paintCopy.getTextSize(); 2867 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2868 2869 const float left = x; 2870 float top = 0.0f; 2871 2872 int linesCount = 0; 2873 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2874 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2875 2876 const int pointsCount = 4 * linesCount; 2877 float points[pointsCount]; 2878 int currentPoint = 0; 2879 2880 if (flags & SkPaint::kUnderlineText_Flag) { 2881 top = y + textSize * kStdUnderline_Offset; 2882 points[currentPoint++] = left; 2883 points[currentPoint++] = top; 2884 points[currentPoint++] = left + underlineWidth; 2885 points[currentPoint++] = top; 2886 } 2887 2888 if (flags & SkPaint::kStrikeThruText_Flag) { 2889 top = y + textSize * kStdStrikeThru_Offset; 2890 points[currentPoint++] = left; 2891 points[currentPoint++] = top; 2892 points[currentPoint++] = left + underlineWidth; 2893 points[currentPoint++] = top; 2894 } 2895 2896 paintCopy.setStrokeWidth(strokeWidth); 2897 2898 drawLines(&points[0], pointsCount, &paintCopy); 2899 } 2900 } 2901} 2902 2903status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) { 2904 if (mSnapshot->isIgnored()) { 2905 return DrawGlInfo::kStatusDone; 2906 } 2907 2908 int color = paint->getColor(); 2909 // If a shader is set, preserve only the alpha 2910 if (mShader) { 2911 color |= 0x00ffffff; 2912 } 2913 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 2914 2915 return drawColorRects(rects, count, color, mode); 2916} 2917 2918status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color, 2919 SkXfermode::Mode mode, bool ignoreTransform, bool dirty) { 2920 2921 float left = FLT_MAX; 2922 float top = FLT_MAX; 2923 float right = FLT_MIN; 2924 float bottom = FLT_MIN; 2925 2926 int vertexCount = 0; 2927 Vertex mesh[count * 6]; 2928 Vertex* vertex = mesh; 2929 2930 for (int index = 0; index < count; index += 4) { 2931 float l = rects[index + 0]; 2932 float t = rects[index + 1]; 2933 float r = rects[index + 2]; 2934 float b = rects[index + 3]; 2935 2936 if (ignoreTransform || !quickRejectNoScissor(left, top, right, bottom)) { 2937 Vertex::set(vertex++, l, b); 2938 Vertex::set(vertex++, l, t); 2939 Vertex::set(vertex++, r, t); 2940 Vertex::set(vertex++, l, b); 2941 Vertex::set(vertex++, r, t); 2942 Vertex::set(vertex++, r, b); 2943 2944 vertexCount += 6; 2945 2946 left = fminf(left, l); 2947 top = fminf(top, t); 2948 right = fmaxf(right, r); 2949 bottom = fmaxf(bottom, b); 2950 } 2951 } 2952 2953 if (count == 0 || quickReject(left, top, right, bottom)) { 2954 return DrawGlInfo::kStatusDone; 2955 } 2956 2957 setupDraw(); 2958 setupDrawNoTexture(); 2959 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2960 setupDrawShader(); 2961 setupDrawColorFilter(); 2962 setupDrawBlending(mode); 2963 setupDrawProgram(); 2964 setupDrawDirtyRegionsDisabled(); 2965 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true); 2966 setupDrawColorUniforms(); 2967 setupDrawShaderUniforms(); 2968 setupDrawColorFilterUniforms(); 2969 setupDrawVertices((GLvoid*) &mesh[0].position[0]); 2970 2971 if (dirty && hasLayer()) { 2972 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 2973 } 2974 2975 glDrawArrays(GL_TRIANGLES, 0, vertexCount); 2976 2977 return DrawGlInfo::kStatusDrew; 2978} 2979 2980void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2981 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2982 // If a shader is set, preserve only the alpha 2983 if (mShader) { 2984 color |= 0x00ffffff; 2985 } 2986 2987 setupDraw(); 2988 setupDrawNoTexture(); 2989 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2990 setupDrawShader(); 2991 setupDrawColorFilter(); 2992 setupDrawBlending(mode); 2993 setupDrawProgram(); 2994 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2995 setupDrawColorUniforms(); 2996 setupDrawShaderUniforms(ignoreTransform); 2997 setupDrawColorFilterUniforms(); 2998 setupDrawSimpleMesh(); 2999 3000 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3001} 3002 3003void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3004 Texture* texture, SkPaint* paint) { 3005 int alpha; 3006 SkXfermode::Mode mode; 3007 getAlphaAndMode(paint, &alpha, &mode); 3008 3009 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3010 3011 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 3012 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 3013 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 3014 3015 texture->setFilter(GL_NEAREST, true); 3016 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3017 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 3018 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 3019 } else { 3020 texture->setFilter(FILTER(paint), true); 3021 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 3022 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 3023 GL_TRIANGLE_STRIP, gMeshCount); 3024 } 3025} 3026 3027void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3028 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 3029 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 3030 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 3031} 3032 3033void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3034 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3035 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3036 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3037 3038 setupDraw(); 3039 setupDrawWithTexture(); 3040 setupDrawColor(alpha, alpha, alpha, alpha); 3041 setupDrawColorFilter(); 3042 setupDrawBlending(blend, mode, swapSrcDst); 3043 setupDrawProgram(); 3044 if (!dirty) setupDrawDirtyRegionsDisabled(); 3045 if (!ignoreScale) { 3046 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3047 } else { 3048 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3049 } 3050 setupDrawTexture(texture); 3051 setupDrawPureColorUniforms(); 3052 setupDrawColorFilterUniforms(); 3053 setupDrawMesh(vertices, texCoords, vbo); 3054 3055 glDrawArrays(drawMode, 0, elementsCount); 3056 3057 finishDrawTexture(); 3058} 3059 3060void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3061 GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode, 3062 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3063 bool ignoreTransform, bool dirty) { 3064 3065 setupDraw(); 3066 setupDrawWithTexture(true); 3067 if (hasColor) { 3068 setupDrawAlpha8Color(color, alpha); 3069 } 3070 setupDrawColorFilter(); 3071 setupDrawShader(); 3072 setupDrawBlending(true, mode); 3073 setupDrawProgram(); 3074 if (!dirty) setupDrawDirtyRegionsDisabled(); 3075 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3076 setupDrawTexture(texture); 3077 setupDrawPureColorUniforms(); 3078 setupDrawColorFilterUniforms(); 3079 setupDrawShaderUniforms(); 3080 setupDrawMesh(vertices, texCoords); 3081 3082 glDrawArrays(drawMode, 0, elementsCount); 3083 3084 finishDrawTexture(); 3085} 3086 3087void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3088 ProgramDescription& description, bool swapSrcDst) { 3089 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3090 3091 if (blend) { 3092 // These blend modes are not supported by OpenGL directly and have 3093 // to be implemented using shaders. Since the shader will perform 3094 // the blending, turn blending off here 3095 // If the blend mode cannot be implemented using shaders, fall 3096 // back to the default SrcOver blend mode instead 3097 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3098 if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) { 3099 description.framebufferMode = mode; 3100 description.swapSrcDst = swapSrcDst; 3101 3102 if (mCaches.blend) { 3103 glDisable(GL_BLEND); 3104 mCaches.blend = false; 3105 } 3106 3107 return; 3108 } else { 3109 mode = SkXfermode::kSrcOver_Mode; 3110 } 3111 } 3112 3113 if (!mCaches.blend) { 3114 glEnable(GL_BLEND); 3115 } 3116 3117 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3118 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3119 3120 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3121 glBlendFunc(sourceMode, destMode); 3122 mCaches.lastSrcMode = sourceMode; 3123 mCaches.lastDstMode = destMode; 3124 } 3125 } else if (mCaches.blend) { 3126 glDisable(GL_BLEND); 3127 } 3128 mCaches.blend = blend; 3129} 3130 3131bool OpenGLRenderer::useProgram(Program* program) { 3132 if (!program->isInUse()) { 3133 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3134 program->use(); 3135 mCaches.currentProgram = program; 3136 return false; 3137 } 3138 return true; 3139} 3140 3141void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3142 TextureVertex* v = &mMeshVertices[0]; 3143 TextureVertex::setUV(v++, u1, v1); 3144 TextureVertex::setUV(v++, u2, v1); 3145 TextureVertex::setUV(v++, u1, v2); 3146 TextureVertex::setUV(v++, u2, v2); 3147} 3148 3149void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 3150 getAlphaAndModeDirect(paint, alpha, mode); 3151 *alpha *= mSnapshot->alpha; 3152} 3153 3154}; // namespace uirenderer 3155}; // namespace android 3156