OpenGLRenderer.cpp revision 2f93af4574fbca9c94679744114ce40496aa69b8
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <private/hwui/DrawGlInfo.h> 30 31#include <ui/Rect.h> 32 33#include "OpenGLRenderer.h" 34#include "DeferredDisplayList.h" 35#include "DisplayListRenderer.h" 36#include "Fence.h" 37#include "PathTessellator.h" 38#include "Properties.h" 39#include "Vector.h" 40 41namespace android { 42namespace uirenderer { 43 44/////////////////////////////////////////////////////////////////////////////// 45// Defines 46/////////////////////////////////////////////////////////////////////////////// 47 48#define RAD_TO_DEG (180.0f / 3.14159265f) 49#define MIN_ANGLE 0.001f 50 51#define ALPHA_THRESHOLD 0 52 53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 54 55/////////////////////////////////////////////////////////////////////////////// 56// Globals 57/////////////////////////////////////////////////////////////////////////////// 58 59/** 60 * Structure mapping Skia xfermodes to OpenGL blending factors. 61 */ 62struct Blender { 63 SkXfermode::Mode mode; 64 GLenum src; 65 GLenum dst; 66}; // struct Blender 67 68// In this array, the index of each Blender equals the value of the first 69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 70static const Blender gBlends[] = { 71 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 72 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 73 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 74 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 75 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 76 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 77 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 78 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 79 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 81 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 82 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 83 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 84 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 85 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 86}; 87 88// This array contains the swapped version of each SkXfermode. For instance 89// this array's SrcOver blending mode is actually DstOver. You can refer to 90// createLayer() for more information on the purpose of this array. 91static const Blender gBlendsSwap[] = { 92 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 93 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 94 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 95 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 96 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 97 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 98 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 99 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 100 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 101 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 102 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 103 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 104 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 105 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 106 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 107}; 108 109/////////////////////////////////////////////////////////////////////////////// 110// Functions 111/////////////////////////////////////////////////////////////////////////////// 112 113template<typename T> 114static inline T min(T a, T b) { 115 return a < b ? a : b; 116} 117 118/////////////////////////////////////////////////////////////////////////////// 119// Constructors/destructor 120/////////////////////////////////////////////////////////////////////////////// 121 122OpenGLRenderer::OpenGLRenderer(): 123 mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) { 124 // *set* draw modifiers to be 0 125 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 126 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 127 128 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 129 130 mFirstSnapshot = new Snapshot; 131 mFrameStarted = false; 132 mCountOverdraw = false; 133 134 mScissorOptimizationDisabled = false; 135} 136 137OpenGLRenderer::~OpenGLRenderer() { 138 // The context has already been destroyed at this point, do not call 139 // GL APIs. All GL state should be kept in Caches.h 140} 141 142void OpenGLRenderer::initProperties() { 143 char property[PROPERTY_VALUE_MAX]; 144 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 145 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 146 INIT_LOGD(" Scissor optimization %s", 147 mScissorOptimizationDisabled ? "disabled" : "enabled"); 148 } else { 149 INIT_LOGD(" Scissor optimization enabled"); 150 } 151} 152 153/////////////////////////////////////////////////////////////////////////////// 154// Setup 155/////////////////////////////////////////////////////////////////////////////// 156 157void OpenGLRenderer::setName(const char* name) { 158 if (name) { 159 mName.setTo(name); 160 } else { 161 mName.clear(); 162 } 163} 164 165const char* OpenGLRenderer::getName() const { 166 return mName.string(); 167} 168 169bool OpenGLRenderer::isDeferred() { 170 return false; 171} 172 173void OpenGLRenderer::setViewport(int width, int height) { 174 initViewport(width, height); 175 176 glDisable(GL_DITHER); 177 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 178 179 glEnableVertexAttribArray(Program::kBindingPosition); 180} 181 182void OpenGLRenderer::initViewport(int width, int height) { 183 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 184 185 mWidth = width; 186 mHeight = height; 187 188 mFirstSnapshot->height = height; 189 mFirstSnapshot->viewport.set(0, 0, width, height); 190} 191 192void OpenGLRenderer::setupFrameState(float left, float top, 193 float right, float bottom, bool opaque) { 194 mCaches.clearGarbage(); 195 196 mOpaque = opaque; 197 mSnapshot = new Snapshot(mFirstSnapshot, 198 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 199 mSnapshot->fbo = getTargetFbo(); 200 mSaveCount = 1; 201 202 mSnapshot->setClip(left, top, right, bottom); 203 mTilingClip.set(left, top, right, bottom); 204} 205 206status_t OpenGLRenderer::startFrame() { 207 if (mFrameStarted) return DrawGlInfo::kStatusDone; 208 mFrameStarted = true; 209 210 mDirtyClip = true; 211 212 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 213 214 glViewport(0, 0, mWidth, mHeight); 215 216 // Functors break the tiling extension in pretty spectacular ways 217 // This ensures we don't use tiling when a functor is going to be 218 // invoked during the frame 219 mSuppressTiling = mCaches.hasRegisteredFunctors(); 220 221 startTiling(mSnapshot, true); 222 223 debugOverdraw(true, true); 224 225 return clear(mTilingClip.left, mTilingClip.top, 226 mTilingClip.right, mTilingClip.bottom, mOpaque); 227} 228 229status_t OpenGLRenderer::prepare(bool opaque) { 230 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 231} 232 233status_t OpenGLRenderer::prepareDirty(float left, float top, 234 float right, float bottom, bool opaque) { 235 236 setupFrameState(left, top, right, bottom, opaque); 237 238 // Layer renderers will start the frame immediately 239 // The framebuffer renderer will first defer the display list 240 // for each layer and wait until the first drawing command 241 // to start the frame 242 if (mSnapshot->fbo == 0) { 243 syncState(); 244 updateLayers(); 245 } else { 246 return startFrame(); 247 } 248 249 return DrawGlInfo::kStatusDone; 250} 251 252void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 253 // If we know that we are going to redraw the entire framebuffer, 254 // perform a discard to let the driver know we don't need to preserve 255 // the back buffer for this frame. 256 if (mExtensions.hasDiscardFramebuffer() && 257 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 258 const bool isFbo = getTargetFbo() == 0; 259 const GLenum attachments[] = { 260 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 261 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 262 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 263 } 264} 265 266status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 267 if (!opaque || mCountOverdraw) { 268 mCaches.enableScissor(); 269 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 270 glClear(GL_COLOR_BUFFER_BIT); 271 return DrawGlInfo::kStatusDrew; 272 } 273 274 mCaches.resetScissor(); 275 return DrawGlInfo::kStatusDone; 276} 277 278void OpenGLRenderer::syncState() { 279 if (mCaches.blend) { 280 glEnable(GL_BLEND); 281 } else { 282 glDisable(GL_BLEND); 283 } 284} 285 286void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 287 if (!mSuppressTiling) { 288 Rect* clip = &mTilingClip; 289 if (s->flags & Snapshot::kFlagFboTarget) { 290 clip = &(s->layer->clipRect); 291 } 292 293 startTiling(*clip, s->height, opaque); 294 } 295} 296 297void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) { 298 if (!mSuppressTiling) { 299 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 300 clip.right - clip.left, clip.bottom - clip.top, opaque); 301 } 302} 303 304void OpenGLRenderer::endTiling() { 305 if (!mSuppressTiling) mCaches.endTiling(); 306} 307 308void OpenGLRenderer::finish() { 309 renderOverdraw(); 310 endTiling(); 311 312 // When finish() is invoked on FBO 0 we've reached the end 313 // of the current frame 314 if (getTargetFbo() == 0) { 315 mCaches.pathCache.trim(); 316 } 317 318 if (!suppressErrorChecks()) { 319#if DEBUG_OPENGL 320 GLenum status = GL_NO_ERROR; 321 while ((status = glGetError()) != GL_NO_ERROR) { 322 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 323 switch (status) { 324 case GL_INVALID_ENUM: 325 ALOGE(" GL_INVALID_ENUM"); 326 break; 327 case GL_INVALID_VALUE: 328 ALOGE(" GL_INVALID_VALUE"); 329 break; 330 case GL_INVALID_OPERATION: 331 ALOGE(" GL_INVALID_OPERATION"); 332 break; 333 case GL_OUT_OF_MEMORY: 334 ALOGE(" Out of memory!"); 335 break; 336 } 337 } 338#endif 339 340#if DEBUG_MEMORY_USAGE 341 mCaches.dumpMemoryUsage(); 342#else 343 if (mCaches.getDebugLevel() & kDebugMemory) { 344 mCaches.dumpMemoryUsage(); 345 } 346#endif 347 } 348 349 if (mCountOverdraw) { 350 countOverdraw(); 351 } 352 353 mFrameStarted = false; 354} 355 356void OpenGLRenderer::interrupt() { 357 if (mCaches.currentProgram) { 358 if (mCaches.currentProgram->isInUse()) { 359 mCaches.currentProgram->remove(); 360 mCaches.currentProgram = NULL; 361 } 362 } 363 mCaches.resetActiveTexture(); 364 mCaches.unbindMeshBuffer(); 365 mCaches.unbindIndicesBuffer(); 366 mCaches.resetVertexPointers(); 367 mCaches.disableTexCoordsVertexArray(); 368 debugOverdraw(false, false); 369} 370 371void OpenGLRenderer::resume() { 372 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 373 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 374 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 375 debugOverdraw(true, false); 376 377 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 378 379 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 380 mCaches.enableScissor(); 381 mCaches.resetScissor(); 382 dirtyClip(); 383 384 mCaches.activeTexture(0); 385 mCaches.resetBoundTextures(); 386 387 mCaches.blend = true; 388 glEnable(GL_BLEND); 389 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 390 glBlendEquation(GL_FUNC_ADD); 391} 392 393void OpenGLRenderer::resumeAfterLayer() { 394 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 395 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 396 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 397 debugOverdraw(true, false); 398 399 mCaches.resetScissor(); 400 dirtyClip(); 401} 402 403void OpenGLRenderer::detachFunctor(Functor* functor) { 404 mFunctors.remove(functor); 405} 406 407void OpenGLRenderer::attachFunctor(Functor* functor) { 408 mFunctors.add(functor); 409} 410 411status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 412 status_t result = DrawGlInfo::kStatusDone; 413 size_t count = mFunctors.size(); 414 415 if (count > 0) { 416 interrupt(); 417 SortedVector<Functor*> functors(mFunctors); 418 mFunctors.clear(); 419 420 DrawGlInfo info; 421 info.clipLeft = 0; 422 info.clipTop = 0; 423 info.clipRight = 0; 424 info.clipBottom = 0; 425 info.isLayer = false; 426 info.width = 0; 427 info.height = 0; 428 memset(info.transform, 0, sizeof(float) * 16); 429 430 for (size_t i = 0; i < count; i++) { 431 Functor* f = functors.itemAt(i); 432 result |= (*f)(DrawGlInfo::kModeProcess, &info); 433 434 if (result & DrawGlInfo::kStatusDraw) { 435 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 436 dirty.unionWith(localDirty); 437 } 438 439 if (result & DrawGlInfo::kStatusInvoke) { 440 mFunctors.add(f); 441 } 442 } 443 resume(); 444 } 445 446 return result; 447} 448 449status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 450 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 451 452 detachFunctor(functor); 453 454 455 Rect clip(*mSnapshot->clipRect); 456 clip.snapToPixelBoundaries(); 457 458 // Since we don't know what the functor will draw, let's dirty 459 // tne entire clip region 460 if (hasLayer()) { 461 dirtyLayerUnchecked(clip, getRegion()); 462 } 463 464 DrawGlInfo info; 465 info.clipLeft = clip.left; 466 info.clipTop = clip.top; 467 info.clipRight = clip.right; 468 info.clipBottom = clip.bottom; 469 info.isLayer = hasLayer(); 470 info.width = getSnapshot()->viewport.getWidth(); 471 info.height = getSnapshot()->height; 472 getSnapshot()->transform->copyTo(&info.transform[0]); 473 474 bool dirtyClip = mDirtyClip; 475 // setup GL state for functor 476 if (mDirtyClip) { 477 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 478 } 479 if (mCaches.enableScissor() || dirtyClip) { 480 setScissorFromClip(); 481 } 482 interrupt(); 483 484 // call functor immediately after GL state setup 485 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info); 486 487 if (result != DrawGlInfo::kStatusDone) { 488 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 489 dirty.unionWith(localDirty); 490 491 if (result & DrawGlInfo::kStatusInvoke) { 492 mFunctors.add(functor); 493 } 494 } 495 496 resume(); 497 return result | DrawGlInfo::kStatusDrew; 498} 499 500/////////////////////////////////////////////////////////////////////////////// 501// Debug 502/////////////////////////////////////////////////////////////////////////////// 503 504void OpenGLRenderer::eventMark(const char* name) const { 505 mCaches.eventMark(0, name); 506} 507 508void OpenGLRenderer::startMark(const char* name) const { 509 mCaches.startMark(0, name); 510} 511 512void OpenGLRenderer::endMark() const { 513 mCaches.endMark(); 514} 515 516void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 517 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 518 if (clear) { 519 mCaches.disableScissor(); 520 mCaches.stencil.clear(); 521 } 522 if (enable) { 523 mCaches.stencil.enableDebugWrite(); 524 } else { 525 mCaches.stencil.disable(); 526 } 527 } 528} 529 530void OpenGLRenderer::renderOverdraw() { 531 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 532 const Rect* clip = &mTilingClip; 533 534 mCaches.enableScissor(); 535 mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom, 536 clip->right - clip->left, clip->bottom - clip->top); 537 538 // 1x overdraw 539 mCaches.stencil.enableDebugTest(2); 540 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 541 542 // 2x overdraw 543 mCaches.stencil.enableDebugTest(3); 544 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 545 546 // 3x overdraw 547 mCaches.stencil.enableDebugTest(4); 548 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 549 550 // 4x overdraw and higher 551 mCaches.stencil.enableDebugTest(4, true); 552 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 553 554 mCaches.stencil.disable(); 555 } 556} 557 558void OpenGLRenderer::countOverdraw() { 559 size_t count = mWidth * mHeight; 560 uint32_t* buffer = new uint32_t[count]; 561 glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]); 562 563 size_t total = 0; 564 for (size_t i = 0; i < count; i++) { 565 total += buffer[i] & 0xff; 566 } 567 568 mOverdraw = total / float(count); 569 570 delete[] buffer; 571} 572 573/////////////////////////////////////////////////////////////////////////////// 574// Layers 575/////////////////////////////////////////////////////////////////////////////// 576 577bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 578 if (layer->deferredUpdateScheduled && layer->renderer && 579 layer->displayList && layer->displayList->isRenderable()) { 580 ATRACE_CALL(); 581 582 Rect& dirty = layer->dirtyRect; 583 584 if (inFrame) { 585 endTiling(); 586 debugOverdraw(false, false); 587 } 588 589 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 590 layer->render(); 591 } else { 592 layer->defer(); 593 } 594 595 if (inFrame) { 596 resumeAfterLayer(); 597 startTiling(mSnapshot); 598 } 599 600 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 601 layer->hasDrawnSinceUpdate = false; 602 603 return true; 604 } 605 606 return false; 607} 608 609void OpenGLRenderer::updateLayers() { 610 // If draw deferring is enabled this method will simply defer 611 // the display list of each individual layer. The layers remain 612 // in the layer updates list which will be cleared by flushLayers(). 613 int count = mLayerUpdates.size(); 614 if (count > 0) { 615 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 616 startMark("Layer Updates"); 617 } else { 618 startMark("Defer Layer Updates"); 619 } 620 621 // Note: it is very important to update the layers in order 622 for (int i = 0; i < count; i++) { 623 Layer* layer = mLayerUpdates.itemAt(i); 624 updateLayer(layer, false); 625 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 626 mCaches.resourceCache.decrementRefcount(layer); 627 } 628 } 629 630 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 631 mLayerUpdates.clear(); 632 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 633 } 634 endMark(); 635 } 636} 637 638void OpenGLRenderer::flushLayers() { 639 int count = mLayerUpdates.size(); 640 if (count > 0) { 641 startMark("Apply Layer Updates"); 642 char layerName[12]; 643 644 // Note: it is very important to update the layers in order 645 for (int i = 0; i < count; i++) { 646 sprintf(layerName, "Layer #%d", i); 647 startMark(layerName); 648 649 ATRACE_BEGIN("flushLayer"); 650 Layer* layer = mLayerUpdates.itemAt(i); 651 layer->flush(); 652 ATRACE_END(); 653 654 mCaches.resourceCache.decrementRefcount(layer); 655 656 endMark(); 657 } 658 659 mLayerUpdates.clear(); 660 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 661 662 endMark(); 663 } 664} 665 666void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 667 if (layer) { 668 // Make sure we don't introduce duplicates. 669 // SortedVector would do this automatically but we need to respect 670 // the insertion order. The linear search is not an issue since 671 // this list is usually very short (typically one item, at most a few) 672 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 673 if (mLayerUpdates.itemAt(i) == layer) { 674 return; 675 } 676 } 677 mLayerUpdates.push_back(layer); 678 mCaches.resourceCache.incrementRefcount(layer); 679 } 680} 681 682void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 683 if (layer) { 684 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 685 if (mLayerUpdates.itemAt(i) == layer) { 686 mLayerUpdates.removeAt(i); 687 mCaches.resourceCache.decrementRefcount(layer); 688 break; 689 } 690 } 691 } 692} 693 694void OpenGLRenderer::clearLayerUpdates() { 695 size_t count = mLayerUpdates.size(); 696 if (count > 0) { 697 mCaches.resourceCache.lock(); 698 for (size_t i = 0; i < count; i++) { 699 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 700 } 701 mCaches.resourceCache.unlock(); 702 mLayerUpdates.clear(); 703 } 704} 705 706void OpenGLRenderer::flushLayerUpdates() { 707 syncState(); 708 updateLayers(); 709 flushLayers(); 710 // Wait for all the layer updates to be executed 711 AutoFence fence; 712} 713 714/////////////////////////////////////////////////////////////////////////////// 715// State management 716/////////////////////////////////////////////////////////////////////////////// 717 718int OpenGLRenderer::getSaveCount() const { 719 return mSaveCount; 720} 721 722int OpenGLRenderer::save(int flags) { 723 return saveSnapshot(flags); 724} 725 726void OpenGLRenderer::restore() { 727 if (mSaveCount > 1) { 728 restoreSnapshot(); 729 } 730} 731 732void OpenGLRenderer::restoreToCount(int saveCount) { 733 if (saveCount < 1) saveCount = 1; 734 735 while (mSaveCount > saveCount) { 736 restoreSnapshot(); 737 } 738} 739 740int OpenGLRenderer::saveSnapshot(int flags) { 741 mSnapshot = new Snapshot(mSnapshot, flags); 742 return mSaveCount++; 743} 744 745bool OpenGLRenderer::restoreSnapshot() { 746 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 747 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 748 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 749 750 sp<Snapshot> current = mSnapshot; 751 sp<Snapshot> previous = mSnapshot->previous; 752 753 if (restoreOrtho) { 754 Rect& r = previous->viewport; 755 glViewport(r.left, r.top, r.right, r.bottom); 756 mOrthoMatrix.load(current->orthoMatrix); 757 } 758 759 mSaveCount--; 760 mSnapshot = previous; 761 762 if (restoreClip) { 763 dirtyClip(); 764 } 765 766 if (restoreLayer) { 767 endMark(); // Savelayer 768 startMark("ComposeLayer"); 769 composeLayer(current, previous); 770 endMark(); 771 } 772 773 return restoreClip; 774} 775 776/////////////////////////////////////////////////////////////////////////////// 777// Layers 778/////////////////////////////////////////////////////////////////////////////// 779 780int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 781 int alpha, SkXfermode::Mode mode, int flags) { 782 const GLuint previousFbo = mSnapshot->fbo; 783 const int count = saveSnapshot(flags); 784 785 if (!mSnapshot->isIgnored()) { 786 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 787 } 788 789 return count; 790} 791 792void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 793 const Rect untransformedBounds(bounds); 794 795 currentTransform().mapRect(bounds); 796 797 // Layers only make sense if they are in the framebuffer's bounds 798 if (bounds.intersect(*mSnapshot->clipRect)) { 799 // We cannot work with sub-pixels in this case 800 bounds.snapToPixelBoundaries(); 801 802 // When the layer is not an FBO, we may use glCopyTexImage so we 803 // need to make sure the layer does not extend outside the bounds 804 // of the framebuffer 805 if (!bounds.intersect(mSnapshot->previous->viewport)) { 806 bounds.setEmpty(); 807 } else if (fboLayer) { 808 clip.set(bounds); 809 mat4 inverse; 810 inverse.loadInverse(currentTransform()); 811 inverse.mapRect(clip); 812 clip.snapToPixelBoundaries(); 813 if (clip.intersect(untransformedBounds)) { 814 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 815 bounds.set(untransformedBounds); 816 } else { 817 clip.setEmpty(); 818 } 819 } 820 } else { 821 bounds.setEmpty(); 822 } 823} 824 825void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 826 bool fboLayer, int alpha) { 827 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 828 bounds.getHeight() > mCaches.maxTextureSize || 829 (fboLayer && clip.isEmpty())) { 830 mSnapshot->empty = fboLayer; 831 } else { 832 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 833 } 834} 835 836int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 837 int alpha, SkXfermode::Mode mode, int flags) { 838 const GLuint previousFbo = mSnapshot->fbo; 839 const int count = saveSnapshot(flags); 840 841 if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 842 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 843 // operations will be able to store and restore the current clip and transform info, and 844 // quick rejection will be correct (for display lists) 845 846 Rect bounds(left, top, right, bottom); 847 Rect clip; 848 calculateLayerBoundsAndClip(bounds, clip, true); 849 updateSnapshotIgnoreForLayer(bounds, clip, true, alpha); 850 851 if (!mSnapshot->isIgnored()) { 852 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 853 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 854 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 855 } 856 } 857 858 return count; 859} 860 861 862/** 863 * Layers are viewed by Skia are slightly different than layers in image editing 864 * programs (for instance.) When a layer is created, previously created layers 865 * and the frame buffer still receive every drawing command. For instance, if a 866 * layer is created and a shape intersecting the bounds of the layers and the 867 * framebuffer is draw, the shape will be drawn on both (unless the layer was 868 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 869 * 870 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 871 * texture. Unfortunately, this is inefficient as it requires every primitive to 872 * be drawn n + 1 times, where n is the number of active layers. In practice this 873 * means, for every primitive: 874 * - Switch active frame buffer 875 * - Change viewport, clip and projection matrix 876 * - Issue the drawing 877 * 878 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 879 * To avoid this, layers are implemented in a different way here, at least in the 880 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 881 * is set. When this flag is set we can redirect all drawing operations into a 882 * single FBO. 883 * 884 * This implementation relies on the frame buffer being at least RGBA 8888. When 885 * a layer is created, only a texture is created, not an FBO. The content of the 886 * frame buffer contained within the layer's bounds is copied into this texture 887 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 888 * buffer and drawing continues as normal. This technique therefore treats the 889 * frame buffer as a scratch buffer for the layers. 890 * 891 * To compose the layers back onto the frame buffer, each layer texture 892 * (containing the original frame buffer data) is drawn as a simple quad over 893 * the frame buffer. The trick is that the quad is set as the composition 894 * destination in the blending equation, and the frame buffer becomes the source 895 * of the composition. 896 * 897 * Drawing layers with an alpha value requires an extra step before composition. 898 * An empty quad is drawn over the layer's region in the frame buffer. This quad 899 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 900 * quad is used to multiply the colors in the frame buffer. This is achieved by 901 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 902 * GL_ZERO, GL_SRC_ALPHA. 903 * 904 * Because glCopyTexImage2D() can be slow, an alternative implementation might 905 * be use to draw a single clipped layer. The implementation described above 906 * is correct in every case. 907 * 908 * (1) The frame buffer is actually not cleared right away. To allow the GPU 909 * to potentially optimize series of calls to glCopyTexImage2D, the frame 910 * buffer is left untouched until the first drawing operation. Only when 911 * something actually gets drawn are the layers regions cleared. 912 */ 913bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 914 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 915 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 916 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 917 918 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 919 920 // Window coordinates of the layer 921 Rect clip; 922 Rect bounds(left, top, right, bottom); 923 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 924 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha); 925 926 // Bail out if we won't draw in this snapshot 927 if (mSnapshot->isIgnored()) { 928 return false; 929 } 930 931 mCaches.activeTexture(0); 932 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 933 if (!layer) { 934 return false; 935 } 936 937 layer->setAlpha(alpha, mode); 938 layer->layer.set(bounds); 939 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 940 bounds.getWidth() / float(layer->getWidth()), 0.0f); 941 layer->setColorFilter(mDrawModifiers.mColorFilter); 942 layer->setBlend(true); 943 layer->setDirty(false); 944 945 // Save the layer in the snapshot 946 mSnapshot->flags |= Snapshot::kFlagIsLayer; 947 mSnapshot->layer = layer; 948 949 startMark("SaveLayer"); 950 if (fboLayer) { 951 return createFboLayer(layer, bounds, clip, previousFbo); 952 } else { 953 // Copy the framebuffer into the layer 954 layer->bindTexture(); 955 if (!bounds.isEmpty()) { 956 if (layer->isEmpty()) { 957 // Workaround for some GL drivers. When reading pixels lying outside 958 // of the window we should get undefined values for those pixels. 959 // Unfortunately some drivers will turn the entire target texture black 960 // when reading outside of the window. 961 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 962 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); 963 layer->setEmpty(false); 964 } 965 966 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 967 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 968 969 // Enqueue the buffer coordinates to clear the corresponding region later 970 mLayers.push(new Rect(bounds)); 971 } 972 } 973 974 return true; 975} 976 977bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 978 layer->clipRect.set(clip); 979 layer->setFbo(mCaches.fboCache.get()); 980 981 mSnapshot->region = &mSnapshot->layer->region; 982 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer | 983 Snapshot::kFlagDirtyOrtho; 984 mSnapshot->fbo = layer->getFbo(); 985 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 986 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 987 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 988 mSnapshot->height = bounds.getHeight(); 989 mSnapshot->orthoMatrix.load(mOrthoMatrix); 990 991 endTiling(); 992 debugOverdraw(false, false); 993 // Bind texture to FBO 994 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 995 layer->bindTexture(); 996 997 // Initialize the texture if needed 998 if (layer->isEmpty()) { 999 layer->allocateTexture(); 1000 layer->setEmpty(false); 1001 } 1002 1003 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 1004 layer->getTexture(), 0); 1005 1006 startTiling(mSnapshot, true); 1007 1008 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 1009 mCaches.enableScissor(); 1010 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 1011 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 1012 glClear(GL_COLOR_BUFFER_BIT); 1013 1014 dirtyClip(); 1015 1016 // Change the ortho projection 1017 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 1018 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 1019 1020 return true; 1021} 1022 1023/** 1024 * Read the documentation of createLayer() before doing anything in this method. 1025 */ 1026void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 1027 if (!current->layer) { 1028 ALOGE("Attempting to compose a layer that does not exist"); 1029 return; 1030 } 1031 1032 Layer* layer = current->layer; 1033 const Rect& rect = layer->layer; 1034 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 1035 1036 bool clipRequired = false; 1037 quickRejectNoScissor(rect, &clipRequired); // safely ignore return, should never be rejected 1038 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1039 1040 if (fboLayer) { 1041 endTiling(); 1042 1043 // Detach the texture from the FBO 1044 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 1045 1046 layer->removeFbo(false); 1047 1048 // Unbind current FBO and restore previous one 1049 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 1050 debugOverdraw(true, false); 1051 1052 startTiling(previous); 1053 } 1054 1055 if (!fboLayer && layer->getAlpha() < 255) { 1056 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 1057 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 1058 // Required below, composeLayerRect() will divide by 255 1059 layer->setAlpha(255); 1060 } 1061 1062 mCaches.unbindMeshBuffer(); 1063 1064 mCaches.activeTexture(0); 1065 1066 // When the layer is stored in an FBO, we can save a bit of fillrate by 1067 // drawing only the dirty region 1068 if (fboLayer) { 1069 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 1070 if (layer->getColorFilter()) { 1071 setupColorFilter(layer->getColorFilter()); 1072 } 1073 composeLayerRegion(layer, rect); 1074 if (layer->getColorFilter()) { 1075 resetColorFilter(); 1076 } 1077 } else if (!rect.isEmpty()) { 1078 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 1079 composeLayerRect(layer, rect, true); 1080 } 1081 1082 dirtyClip(); 1083 1084 // Failing to add the layer to the cache should happen only if the layer is too large 1085 if (!mCaches.layerCache.put(layer)) { 1086 LAYER_LOGD("Deleting layer"); 1087 Caches::getInstance().resourceCache.decrementRefcount(layer); 1088 } 1089} 1090 1091void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 1092 float alpha = getLayerAlpha(layer); 1093 1094 setupDraw(); 1095 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1096 setupDrawWithTexture(); 1097 } else { 1098 setupDrawWithExternalTexture(); 1099 } 1100 setupDrawTextureTransform(); 1101 setupDrawColor(alpha, alpha, alpha, alpha); 1102 setupDrawColorFilter(); 1103 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 1104 setupDrawProgram(); 1105 setupDrawPureColorUniforms(); 1106 setupDrawColorFilterUniforms(); 1107 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1108 setupDrawTexture(layer->getTexture()); 1109 } else { 1110 setupDrawExternalTexture(layer->getTexture()); 1111 } 1112 if (currentTransform().isPureTranslate() && 1113 layer->getWidth() == (uint32_t) rect.getWidth() && 1114 layer->getHeight() == (uint32_t) rect.getHeight()) { 1115 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1116 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1117 1118 layer->setFilter(GL_NEAREST); 1119 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1120 } else { 1121 layer->setFilter(GL_LINEAR); 1122 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 1123 } 1124 setupDrawTextureTransformUniforms(layer->getTexTransform()); 1125 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u); 1126 1127 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1128} 1129 1130void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 1131 if (!layer->isTextureLayer()) { 1132 const Rect& texCoords = layer->texCoords; 1133 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 1134 texCoords.right, texCoords.bottom); 1135 1136 float x = rect.left; 1137 float y = rect.top; 1138 bool simpleTransform = currentTransform().isPureTranslate() && 1139 layer->getWidth() == (uint32_t) rect.getWidth() && 1140 layer->getHeight() == (uint32_t) rect.getHeight(); 1141 1142 if (simpleTransform) { 1143 // When we're swapping, the layer is already in screen coordinates 1144 if (!swap) { 1145 x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1146 y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1147 } 1148 1149 layer->setFilter(GL_NEAREST, true); 1150 } else { 1151 layer->setFilter(GL_LINEAR, true); 1152 } 1153 1154 float alpha = getLayerAlpha(layer); 1155 bool blend = layer->isBlend() || alpha < 1.0f; 1156 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1157 layer->getTexture(), alpha, layer->getMode(), blend, 1158 &mMeshVertices[0].x, &mMeshVertices[0].u, 1159 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1160 1161 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1162 } else { 1163 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1164 drawTextureLayer(layer, rect); 1165 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1166 } 1167} 1168 1169/** 1170 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1171 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1172 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1173 * by saveLayer's restore 1174 */ 1175#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1176 DRAW_COMMAND; \ 1177 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1178 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1179 DRAW_COMMAND; \ 1180 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1181 } \ 1182 } 1183 1184#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1185 1186void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1187 if (layer->region.isRect()) { 1188 layer->setRegionAsRect(); 1189 1190 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1191 1192 layer->region.clear(); 1193 return; 1194 } 1195 1196 if (CC_LIKELY(!layer->region.isEmpty())) { 1197 size_t count; 1198 const android::Rect* rects; 1199 Region safeRegion; 1200 if (CC_LIKELY(hasRectToRectTransform())) { 1201 rects = layer->region.getArray(&count); 1202 } else { 1203 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1204 rects = safeRegion.getArray(&count); 1205 } 1206 1207 const float alpha = getLayerAlpha(layer); 1208 const float texX = 1.0f / float(layer->getWidth()); 1209 const float texY = 1.0f / float(layer->getHeight()); 1210 const float height = rect.getHeight(); 1211 1212 setupDraw(); 1213 1214 // We must get (and therefore bind) the region mesh buffer 1215 // after we setup drawing in case we need to mess with the 1216 // stencil buffer in setupDraw() 1217 TextureVertex* mesh = mCaches.getRegionMesh(); 1218 uint32_t numQuads = 0; 1219 1220 setupDrawWithTexture(); 1221 setupDrawColor(alpha, alpha, alpha, alpha); 1222 setupDrawColorFilter(); 1223 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1224 setupDrawProgram(); 1225 setupDrawDirtyRegionsDisabled(); 1226 setupDrawPureColorUniforms(); 1227 setupDrawColorFilterUniforms(); 1228 setupDrawTexture(layer->getTexture()); 1229 if (currentTransform().isPureTranslate()) { 1230 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1231 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1232 1233 layer->setFilter(GL_NEAREST); 1234 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1235 } else { 1236 layer->setFilter(GL_LINEAR); 1237 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1238 } 1239 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 1240 1241 for (size_t i = 0; i < count; i++) { 1242 const android::Rect* r = &rects[i]; 1243 1244 const float u1 = r->left * texX; 1245 const float v1 = (height - r->top) * texY; 1246 const float u2 = r->right * texX; 1247 const float v2 = (height - r->bottom) * texY; 1248 1249 // TODO: Reject quads outside of the clip 1250 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1251 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1252 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1253 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1254 1255 numQuads++; 1256 1257 if (numQuads >= gMaxNumberOfQuads) { 1258 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1259 GL_UNSIGNED_SHORT, NULL)); 1260 numQuads = 0; 1261 mesh = mCaches.getRegionMesh(); 1262 } 1263 } 1264 1265 if (numQuads > 0) { 1266 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1267 GL_UNSIGNED_SHORT, NULL)); 1268 } 1269 1270#if DEBUG_LAYERS_AS_REGIONS 1271 drawRegionRects(layer->region); 1272#endif 1273 1274 layer->region.clear(); 1275 } 1276} 1277 1278void OpenGLRenderer::drawRegionRects(const Region& region) { 1279#if DEBUG_LAYERS_AS_REGIONS 1280 size_t count; 1281 const android::Rect* rects = region.getArray(&count); 1282 1283 uint32_t colors[] = { 1284 0x7fff0000, 0x7f00ff00, 1285 0x7f0000ff, 0x7fff00ff, 1286 }; 1287 1288 int offset = 0; 1289 int32_t top = rects[0].top; 1290 1291 for (size_t i = 0; i < count; i++) { 1292 if (top != rects[i].top) { 1293 offset ^= 0x2; 1294 top = rects[i].top; 1295 } 1296 1297 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1298 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1299 SkXfermode::kSrcOver_Mode); 1300 } 1301#endif 1302} 1303 1304void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color, 1305 SkXfermode::Mode mode, bool dirty) { 1306 Vector<float> rects; 1307 1308 SkRegion::Iterator it(region); 1309 while (!it.done()) { 1310 const SkIRect& r = it.rect(); 1311 rects.push(r.fLeft); 1312 rects.push(r.fTop); 1313 rects.push(r.fRight); 1314 rects.push(r.fBottom); 1315 it.next(); 1316 } 1317 1318 drawColorRects(rects.array(), rects.size(), color, mode, true, dirty, false); 1319} 1320 1321void OpenGLRenderer::dirtyLayer(const float left, const float top, 1322 const float right, const float bottom, const mat4 transform) { 1323 if (hasLayer()) { 1324 Rect bounds(left, top, right, bottom); 1325 transform.mapRect(bounds); 1326 dirtyLayerUnchecked(bounds, getRegion()); 1327 } 1328} 1329 1330void OpenGLRenderer::dirtyLayer(const float left, const float top, 1331 const float right, const float bottom) { 1332 if (hasLayer()) { 1333 Rect bounds(left, top, right, bottom); 1334 dirtyLayerUnchecked(bounds, getRegion()); 1335 } 1336} 1337 1338void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1339 if (bounds.intersect(*mSnapshot->clipRect)) { 1340 bounds.snapToPixelBoundaries(); 1341 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1342 if (!dirty.isEmpty()) { 1343 region->orSelf(dirty); 1344 } 1345 } 1346} 1347 1348void OpenGLRenderer::drawIndexedQuads(Vertex* mesh, GLsizei quadsCount) { 1349 GLsizei elementsCount = quadsCount * 6; 1350 while (elementsCount > 0) { 1351 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 1352 1353 setupDrawIndexedVertices(&mesh[0].x); 1354 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL); 1355 1356 elementsCount -= drawCount; 1357 // Though there are 4 vertices in a quad, we use 6 indices per 1358 // quad to draw with GL_TRIANGLES 1359 mesh += (drawCount / 6) * 4; 1360 } 1361} 1362 1363void OpenGLRenderer::clearLayerRegions() { 1364 const size_t count = mLayers.size(); 1365 if (count == 0) return; 1366 1367 if (!mSnapshot->isIgnored()) { 1368 // Doing several glScissor/glClear here can negatively impact 1369 // GPUs with a tiler architecture, instead we draw quads with 1370 // the Clear blending mode 1371 1372 // The list contains bounds that have already been clipped 1373 // against their initial clip rect, and the current clip 1374 // is likely different so we need to disable clipping here 1375 bool scissorChanged = mCaches.disableScissor(); 1376 1377 Vertex mesh[count * 4]; 1378 Vertex* vertex = mesh; 1379 1380 for (uint32_t i = 0; i < count; i++) { 1381 Rect* bounds = mLayers.itemAt(i); 1382 1383 Vertex::set(vertex++, bounds->left, bounds->top); 1384 Vertex::set(vertex++, bounds->right, bounds->top); 1385 Vertex::set(vertex++, bounds->left, bounds->bottom); 1386 Vertex::set(vertex++, bounds->right, bounds->bottom); 1387 1388 delete bounds; 1389 } 1390 // We must clear the list of dirty rects before we 1391 // call setupDraw() to prevent stencil setup to do 1392 // the same thing again 1393 mLayers.clear(); 1394 1395 setupDraw(false); 1396 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1397 setupDrawBlending(true, SkXfermode::kClear_Mode); 1398 setupDrawProgram(); 1399 setupDrawPureColorUniforms(); 1400 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1401 1402 drawIndexedQuads(&mesh[0], count); 1403 1404 if (scissorChanged) mCaches.enableScissor(); 1405 } else { 1406 for (uint32_t i = 0; i < count; i++) { 1407 delete mLayers.itemAt(i); 1408 } 1409 mLayers.clear(); 1410 } 1411} 1412 1413/////////////////////////////////////////////////////////////////////////////// 1414// State Deferral 1415/////////////////////////////////////////////////////////////////////////////// 1416 1417bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1418 const Rect& currentClip = *(mSnapshot->clipRect); 1419 const mat4& currentMatrix = *(mSnapshot->transform); 1420 1421 if (stateDeferFlags & kStateDeferFlag_Draw) { 1422 // state has bounds initialized in local coordinates 1423 if (!state.mBounds.isEmpty()) { 1424 currentMatrix.mapRect(state.mBounds); 1425 Rect clippedBounds(state.mBounds); 1426 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1427 // is used, it should more closely duplicate the quickReject logic (in how it uses 1428 // snapToPixelBoundaries) 1429 1430 if(!clippedBounds.intersect(currentClip)) { 1431 // quick rejected 1432 return true; 1433 } 1434 1435 state.mClipSideFlags = kClipSide_None; 1436 if (!currentClip.contains(state.mBounds)) { 1437 int& flags = state.mClipSideFlags; 1438 // op partially clipped, so record which sides are clipped for clip-aware merging 1439 if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left; 1440 if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top; 1441 if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right; 1442 if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1443 } 1444 state.mBounds.set(clippedBounds); 1445 } else { 1446 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1447 // overdraw avoidance (since we don't know what it overlaps) 1448 state.mClipSideFlags = kClipSide_ConservativeFull; 1449 state.mBounds.set(currentClip); 1450 } 1451 } 1452 1453 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1454 if (state.mClipValid) { 1455 state.mClip.set(currentClip); 1456 } 1457 1458 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1459 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1460 state.mMatrix.load(currentMatrix); 1461 state.mDrawModifiers = mDrawModifiers; 1462 state.mAlpha = mSnapshot->alpha; 1463 return false; 1464} 1465 1466void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1467 currentTransform().load(state.mMatrix); 1468 mDrawModifiers = state.mDrawModifiers; 1469 mSnapshot->alpha = state.mAlpha; 1470 1471 if (state.mClipValid && !skipClipRestore) { 1472 mSnapshot->setClip(state.mClip.left, state.mClip.top, 1473 state.mClip.right, state.mClip.bottom); 1474 dirtyClip(); 1475 } 1476} 1477 1478/** 1479 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1480 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1481 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1482 * 1483 * This method should be called when restoreDisplayState() won't be restoring the clip 1484 */ 1485void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1486 if (clipRect != NULL) { 1487 mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1488 } else { 1489 mSnapshot->setClip(0, 0, mWidth, mHeight); 1490 } 1491 dirtyClip(); 1492 mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled); 1493} 1494 1495/////////////////////////////////////////////////////////////////////////////// 1496// Transforms 1497/////////////////////////////////////////////////////////////////////////////// 1498 1499void OpenGLRenderer::translate(float dx, float dy) { 1500 currentTransform().translate(dx, dy); 1501} 1502 1503void OpenGLRenderer::rotate(float degrees) { 1504 currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f); 1505} 1506 1507void OpenGLRenderer::scale(float sx, float sy) { 1508 currentTransform().scale(sx, sy, 1.0f); 1509} 1510 1511void OpenGLRenderer::skew(float sx, float sy) { 1512 currentTransform().skew(sx, sy); 1513} 1514 1515void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1516 if (matrix) { 1517 currentTransform().load(*matrix); 1518 } else { 1519 currentTransform().loadIdentity(); 1520 } 1521} 1522 1523bool OpenGLRenderer::hasRectToRectTransform() { 1524 return CC_LIKELY(currentTransform().rectToRect()); 1525} 1526 1527void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1528 currentTransform().copyTo(*matrix); 1529} 1530 1531void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1532 SkMatrix transform; 1533 currentTransform().copyTo(transform); 1534 transform.preConcat(*matrix); 1535 currentTransform().load(transform); 1536} 1537 1538/////////////////////////////////////////////////////////////////////////////// 1539// Clipping 1540/////////////////////////////////////////////////////////////////////////////// 1541 1542void OpenGLRenderer::setScissorFromClip() { 1543 Rect clip(*mSnapshot->clipRect); 1544 clip.snapToPixelBoundaries(); 1545 1546 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1547 clip.getWidth(), clip.getHeight())) { 1548 mDirtyClip = false; 1549 } 1550} 1551 1552void OpenGLRenderer::ensureStencilBuffer() { 1553 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1554 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1555 // just hope we have one when hasLayer() returns false. 1556 if (hasLayer()) { 1557 attachStencilBufferToLayer(mSnapshot->layer); 1558 } 1559} 1560 1561void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1562 // The layer's FBO is already bound when we reach this stage 1563 if (!layer->getStencilRenderBuffer()) { 1564 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1565 // is attached after we initiated tiling. We must turn it off, 1566 // attach the new render buffer then turn tiling back on 1567 endTiling(); 1568 1569 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1570 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1571 layer->setStencilRenderBuffer(buffer); 1572 1573 startTiling(layer->clipRect, layer->layer.getHeight()); 1574 } 1575} 1576 1577void OpenGLRenderer::setStencilFromClip() { 1578 if (!mCaches.debugOverdraw) { 1579 if (!mSnapshot->clipRegion->isEmpty()) { 1580 // NOTE: The order here is important, we must set dirtyClip to false 1581 // before any draw call to avoid calling back into this method 1582 mDirtyClip = false; 1583 1584 ensureStencilBuffer(); 1585 1586 mCaches.stencil.enableWrite(); 1587 1588 // Clear the stencil but first make sure we restrict drawing 1589 // to the region's bounds 1590 bool resetScissor = mCaches.enableScissor(); 1591 if (resetScissor) { 1592 // The scissor was not set so we now need to update it 1593 setScissorFromClip(); 1594 } 1595 mCaches.stencil.clear(); 1596 if (resetScissor) mCaches.disableScissor(); 1597 1598 // NOTE: We could use the region contour path to generate a smaller mesh 1599 // Since we are using the stencil we could use the red book path 1600 // drawing technique. It might increase bandwidth usage though. 1601 1602 // The last parameter is important: we are not drawing in the color buffer 1603 // so we don't want to dirty the current layer, if any 1604 drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false); 1605 1606 mCaches.stencil.enableTest(); 1607 1608 // Draw the region used to generate the stencil if the appropriate debug 1609 // mode is enabled 1610 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1611 drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode); 1612 } 1613 } else { 1614 mCaches.stencil.disable(); 1615 } 1616 } 1617} 1618 1619const Rect& OpenGLRenderer::getClipBounds() { 1620 return mSnapshot->getLocalClip(); 1621} 1622 1623bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1624 bool snapOut, bool* clipRequired) { 1625 if (mSnapshot->isIgnored() || bottom <= top || right <= left) { 1626 return true; 1627 } 1628 1629 Rect r(left, top, right, bottom); 1630 currentTransform().mapRect(r); 1631 1632 if (snapOut) { 1633 // snapOut is generally used to account for 1 pixel ramp (in window coordinates) 1634 // outside of the provided rect boundaries in tessellated AA geometry 1635 r.snapOutToPixelBoundaries(); 1636 } else { 1637 r.snapToPixelBoundaries(); 1638 } 1639 1640 Rect clipRect(*mSnapshot->clipRect); 1641 clipRect.snapToPixelBoundaries(); 1642 1643 if (!clipRect.intersects(r)) return true; 1644 1645 if (clipRequired) *clipRequired = !clipRect.contains(r); 1646 return false; 1647} 1648 1649bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, 1650 SkPaint* paint) { 1651 // AA geometry will likely have a ramp around it (not accounted for in local bounds). Snap out 1652 // the final mapped rect to ensure correct clipping behavior for the ramp. 1653 bool snapOut = paint->isAntiAlias(); 1654 1655 if (paint->getStyle() != SkPaint::kFill_Style) { 1656 float outset = paint->getStrokeWidth() * 0.5f; 1657 return quickReject(left - outset, top - outset, right + outset, bottom + outset, snapOut); 1658 } else { 1659 return quickReject(left, top, right, bottom, snapOut); 1660 } 1661} 1662 1663bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom, bool snapOut) { 1664 bool clipRequired = false; 1665 if (quickRejectNoScissor(left, top, right, bottom, snapOut, &clipRequired)) { 1666 return true; 1667 } 1668 1669 if (!isDeferred()) { 1670 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1671 } 1672 return false; 1673} 1674 1675void OpenGLRenderer::debugClip() { 1676#if DEBUG_CLIP_REGIONS 1677 if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) { 1678 drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode); 1679 } 1680#endif 1681} 1682 1683bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1684 if (CC_LIKELY(currentTransform().rectToRect())) { 1685 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1686 if (clipped) { 1687 dirtyClip(); 1688 } 1689 return !mSnapshot->clipRect->isEmpty(); 1690 } 1691 1692 SkPath path; 1693 path.addRect(left, top, right, bottom); 1694 1695 return OpenGLRenderer::clipPath(&path, op); 1696} 1697 1698bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) { 1699 SkMatrix transform; 1700 currentTransform().copyTo(transform); 1701 1702 SkPath transformed; 1703 path->transform(transform, &transformed); 1704 1705 SkRegion clip; 1706 if (!mSnapshot->previous->clipRegion->isEmpty()) { 1707 clip.setRegion(*mSnapshot->previous->clipRegion); 1708 } else { 1709 if (mSnapshot->previous == mFirstSnapshot) { 1710 clip.setRect(0, 0, mWidth, mHeight); 1711 } else { 1712 Rect* bounds = mSnapshot->previous->clipRect; 1713 clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom); 1714 } 1715 } 1716 1717 SkRegion region; 1718 region.setPath(transformed, clip); 1719 1720 bool clipped = mSnapshot->clipRegionTransformed(region, op); 1721 if (clipped) { 1722 dirtyClip(); 1723 } 1724 return !mSnapshot->clipRect->isEmpty(); 1725} 1726 1727bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) { 1728 bool clipped = mSnapshot->clipRegionTransformed(*region, op); 1729 if (clipped) { 1730 dirtyClip(); 1731 } 1732 return !mSnapshot->clipRect->isEmpty(); 1733} 1734 1735Rect* OpenGLRenderer::getClipRect() { 1736 return mSnapshot->clipRect; 1737} 1738 1739/////////////////////////////////////////////////////////////////////////////// 1740// Drawing commands 1741/////////////////////////////////////////////////////////////////////////////// 1742 1743void OpenGLRenderer::setupDraw(bool clear) { 1744 // TODO: It would be best if we could do this before quickReject() 1745 // changes the scissor test state 1746 if (clear) clearLayerRegions(); 1747 // Make sure setScissor & setStencil happen at the beginning of 1748 // this method 1749 if (mDirtyClip) { 1750 if (mCaches.scissorEnabled) { 1751 setScissorFromClip(); 1752 } 1753 setStencilFromClip(); 1754 } 1755 1756 mDescription.reset(); 1757 1758 mSetShaderColor = false; 1759 mColorSet = false; 1760 mColorA = mColorR = mColorG = mColorB = 0.0f; 1761 mTextureUnit = 0; 1762 mTrackDirtyRegions = true; 1763 1764 // Enable debug highlight when what we're about to draw is tested against 1765 // the stencil buffer and if stencil highlight debugging is on 1766 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1767 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1768 mCaches.stencil.isTestEnabled(); 1769 1770 mDescription.emulateStencil = mCountOverdraw; 1771} 1772 1773void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1774 mDescription.hasTexture = true; 1775 mDescription.hasAlpha8Texture = isAlpha8; 1776} 1777 1778void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1779 mDescription.hasTexture = true; 1780 mDescription.hasColors = true; 1781 mDescription.hasAlpha8Texture = isAlpha8; 1782} 1783 1784void OpenGLRenderer::setupDrawWithExternalTexture() { 1785 mDescription.hasExternalTexture = true; 1786} 1787 1788void OpenGLRenderer::setupDrawNoTexture() { 1789 mCaches.disableTexCoordsVertexArray(); 1790} 1791 1792void OpenGLRenderer::setupDrawAA() { 1793 mDescription.isAA = true; 1794} 1795 1796void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1797 mColorA = alpha / 255.0f; 1798 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1799 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1800 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1801 mColorSet = true; 1802 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1803} 1804 1805void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1806 mColorA = alpha / 255.0f; 1807 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1808 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1809 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1810 mColorSet = true; 1811 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1812} 1813 1814void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1815 mCaches.fontRenderer->describe(mDescription, paint); 1816} 1817 1818void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1819 mColorA = a; 1820 mColorR = r; 1821 mColorG = g; 1822 mColorB = b; 1823 mColorSet = true; 1824 mSetShaderColor = mDescription.setColor(r, g, b, a); 1825} 1826 1827void OpenGLRenderer::setupDrawShader() { 1828 if (mDrawModifiers.mShader) { 1829 mDrawModifiers.mShader->describe(mDescription, mExtensions); 1830 } 1831} 1832 1833void OpenGLRenderer::setupDrawColorFilter() { 1834 if (mDrawModifiers.mColorFilter) { 1835 mDrawModifiers.mColorFilter->describe(mDescription, mExtensions); 1836 } 1837} 1838 1839void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1840 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1841 mColorA = 1.0f; 1842 mColorR = mColorG = mColorB = 0.0f; 1843 mSetShaderColor = mDescription.modulate = true; 1844 } 1845} 1846 1847void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1848 // When the blending mode is kClear_Mode, we need to use a modulate color 1849 // argb=1,0,0,0 1850 accountForClear(mode); 1851 bool blend = (mColorSet && mColorA < 1.0f) || 1852 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()); 1853 chooseBlending(blend, mode, mDescription, swapSrcDst); 1854} 1855 1856void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1857 // When the blending mode is kClear_Mode, we need to use a modulate color 1858 // argb=1,0,0,0 1859 accountForClear(mode); 1860 blend |= (mColorSet && mColorA < 1.0f) || 1861 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || 1862 (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend()); 1863 chooseBlending(blend, mode, mDescription, swapSrcDst); 1864} 1865 1866void OpenGLRenderer::setupDrawProgram() { 1867 useProgram(mCaches.programCache.get(mDescription)); 1868} 1869 1870void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1871 mTrackDirtyRegions = false; 1872} 1873 1874void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1875 bool ignoreTransform) { 1876 mModelView.loadTranslate(left, top, 0.0f); 1877 if (!ignoreTransform) { 1878 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1879 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform()); 1880 } else { 1881 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1882 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1883 } 1884} 1885 1886void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1887 mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset); 1888} 1889 1890void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1891 bool ignoreTransform, bool ignoreModelView) { 1892 if (!ignoreModelView) { 1893 mModelView.loadTranslate(left, top, 0.0f); 1894 mModelView.scale(right - left, bottom - top, 1.0f); 1895 } else { 1896 mModelView.loadIdentity(); 1897 } 1898 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1899 if (!ignoreTransform) { 1900 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1901 if (mTrackDirtyRegions && dirty) { 1902 dirtyLayer(left, top, right, bottom, currentTransform()); 1903 } 1904 } else { 1905 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1906 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1907 } 1908} 1909 1910void OpenGLRenderer::setupDrawColorUniforms() { 1911 if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) { 1912 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1913 } 1914} 1915 1916void OpenGLRenderer::setupDrawPureColorUniforms() { 1917 if (mSetShaderColor) { 1918 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1919 } 1920} 1921 1922void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1923 if (mDrawModifiers.mShader) { 1924 if (ignoreTransform) { 1925 mModelView.loadInverse(currentTransform()); 1926 } 1927 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1928 mModelView, *mSnapshot, &mTextureUnit); 1929 } 1930} 1931 1932void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1933 if (mDrawModifiers.mShader) { 1934 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1935 mat4::identity(), *mSnapshot, &mTextureUnit); 1936 } 1937} 1938 1939void OpenGLRenderer::setupDrawColorFilterUniforms() { 1940 if (mDrawModifiers.mColorFilter) { 1941 mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram); 1942 } 1943} 1944 1945void OpenGLRenderer::setupDrawTextGammaUniforms() { 1946 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1947} 1948 1949void OpenGLRenderer::setupDrawSimpleMesh() { 1950 bool force = mCaches.bindMeshBuffer(); 1951 mCaches.bindPositionVertexPointer(force, 0); 1952 mCaches.unbindIndicesBuffer(); 1953} 1954 1955void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1956 if (texture) bindTexture(texture); 1957 mTextureUnit++; 1958 mCaches.enableTexCoordsVertexArray(); 1959} 1960 1961void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1962 bindExternalTexture(texture); 1963 mTextureUnit++; 1964 mCaches.enableTexCoordsVertexArray(); 1965} 1966 1967void OpenGLRenderer::setupDrawTextureTransform() { 1968 mDescription.hasTextureTransform = true; 1969} 1970 1971void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1972 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1973 GL_FALSE, &transform.data[0]); 1974} 1975 1976void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1977 bool force = false; 1978 if (!vertices || vbo) { 1979 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1980 } else { 1981 force = mCaches.unbindMeshBuffer(); 1982 } 1983 1984 mCaches.bindPositionVertexPointer(force, vertices); 1985 if (mCaches.currentProgram->texCoords >= 0) { 1986 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1987 } 1988 1989 mCaches.unbindIndicesBuffer(); 1990} 1991 1992void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) { 1993 bool force = mCaches.unbindMeshBuffer(); 1994 GLsizei stride = sizeof(ColorTextureVertex); 1995 1996 mCaches.bindPositionVertexPointer(force, vertices, stride); 1997 if (mCaches.currentProgram->texCoords >= 0) { 1998 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1999 } 2000 int slot = mCaches.currentProgram->getAttrib("colors"); 2001 if (slot >= 0) { 2002 glEnableVertexAttribArray(slot); 2003 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 2004 } 2005 2006 mCaches.unbindIndicesBuffer(); 2007} 2008 2009void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 2010 bool force = false; 2011 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 2012 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 2013 // use the default VBO found in Caches 2014 if (!vertices || vbo) { 2015 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 2016 } else { 2017 force = mCaches.unbindMeshBuffer(); 2018 } 2019 mCaches.bindIndicesBuffer(); 2020 2021 mCaches.bindPositionVertexPointer(force, vertices); 2022 if (mCaches.currentProgram->texCoords >= 0) { 2023 mCaches.bindTexCoordsVertexPointer(force, texCoords); 2024 } 2025} 2026 2027void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 2028 bool force = mCaches.unbindMeshBuffer(); 2029 mCaches.bindIndicesBuffer(); 2030 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 2031} 2032 2033/////////////////////////////////////////////////////////////////////////////// 2034// Drawing 2035/////////////////////////////////////////////////////////////////////////////// 2036 2037status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty, 2038 int32_t replayFlags) { 2039 status_t status; 2040 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 2041 // will be performed by the display list itself 2042 if (displayList && displayList->isRenderable()) { 2043 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 2044 status = startFrame(); 2045 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 2046 displayList->replay(replayStruct, 0); 2047 return status | replayStruct.mDrawGlStatus; 2048 } 2049 2050 bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs! 2051 DeferredDisplayList deferredList(*(mSnapshot->clipRect), avoidOverdraw); 2052 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 2053 displayList->defer(deferStruct, 0); 2054 2055 flushLayers(); 2056 status = startFrame(); 2057 2058 return status | deferredList.flush(*this, dirty); 2059 } 2060 2061 return DrawGlInfo::kStatusDone; 2062} 2063 2064void OpenGLRenderer::outputDisplayList(DisplayList* displayList) { 2065 if (displayList) { 2066 displayList->output(1); 2067 } 2068} 2069 2070void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 2071 int alpha; 2072 SkXfermode::Mode mode; 2073 getAlphaAndMode(paint, &alpha, &mode); 2074 2075 int color = paint != NULL ? paint->getColor() : 0; 2076 2077 float x = left; 2078 float y = top; 2079 2080 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2081 2082 bool ignoreTransform = false; 2083 if (currentTransform().isPureTranslate()) { 2084 x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2085 y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2086 ignoreTransform = true; 2087 2088 texture->setFilter(GL_NEAREST, true); 2089 } else { 2090 texture->setFilter(FILTER(paint), true); 2091 } 2092 2093 // No need to check for a UV mapper on the texture object, only ARGB_8888 2094 // bitmaps get packed in the atlas 2095 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2096 paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2097 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2098} 2099 2100/** 2101 * Important note: this method is intended to draw batches of bitmaps and 2102 * will not set the scissor enable or dirty the current layer, if any. 2103 * The caller is responsible for properly dirtying the current layer. 2104 */ 2105status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount, 2106 TextureVertex* vertices, bool transformed, const Rect& bounds, SkPaint* paint) { 2107 mCaches.activeTexture(0); 2108 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2109 if (!texture) return DrawGlInfo::kStatusDone; 2110 2111 const AutoTexture autoCleanup(texture); 2112 2113 int alpha; 2114 SkXfermode::Mode mode; 2115 getAlphaAndMode(paint, &alpha, &mode); 2116 2117 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2118 texture->setFilter(transformed ? FILTER(paint) : GL_NEAREST, true); 2119 2120 const float x = (int) floorf(bounds.left + 0.5f); 2121 const float y = (int) floorf(bounds.top + 0.5f); 2122 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2123 int color = paint != NULL ? paint->getColor() : 0; 2124 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2125 texture->id, paint != NULL, color, alpha, mode, 2126 &vertices[0].x, &vertices[0].u, 2127 GL_TRIANGLES, bitmapCount * 6, true, true, false); 2128 } else { 2129 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2130 texture->id, alpha / 255.0f, mode, texture->blend, 2131 &vertices[0].x, &vertices[0].u, 2132 GL_TRIANGLES, bitmapCount * 6, false, true, 0, true, false); 2133 } 2134 2135 return DrawGlInfo::kStatusDrew; 2136} 2137 2138status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2139 const float right = left + bitmap->width(); 2140 const float bottom = top + bitmap->height(); 2141 2142 if (quickReject(left, top, right, bottom)) { 2143 return DrawGlInfo::kStatusDone; 2144 } 2145 2146 mCaches.activeTexture(0); 2147 Texture* texture = getTexture(bitmap); 2148 if (!texture) return DrawGlInfo::kStatusDone; 2149 const AutoTexture autoCleanup(texture); 2150 2151 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2152 drawAlphaBitmap(texture, left, top, paint); 2153 } else { 2154 drawTextureRect(left, top, right, bottom, texture, paint); 2155 } 2156 2157 return DrawGlInfo::kStatusDrew; 2158} 2159 2160status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 2161 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 2162 const mat4 transform(*matrix); 2163 transform.mapRect(r); 2164 2165 if (quickReject(r.left, r.top, r.right, r.bottom)) { 2166 return DrawGlInfo::kStatusDone; 2167 } 2168 2169 mCaches.activeTexture(0); 2170 Texture* texture = getTexture(bitmap); 2171 if (!texture) return DrawGlInfo::kStatusDone; 2172 const AutoTexture autoCleanup(texture); 2173 2174 // This could be done in a cheaper way, all we need is pass the matrix 2175 // to the vertex shader. The save/restore is a bit overkill. 2176 save(SkCanvas::kMatrix_SaveFlag); 2177 concatMatrix(matrix); 2178 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2179 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 2180 } else { 2181 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 2182 } 2183 restore(); 2184 2185 return DrawGlInfo::kStatusDrew; 2186} 2187 2188status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2189 const float right = left + bitmap->width(); 2190 const float bottom = top + bitmap->height(); 2191 2192 if (quickReject(left, top, right, bottom)) { 2193 return DrawGlInfo::kStatusDone; 2194 } 2195 2196 mCaches.activeTexture(0); 2197 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2198 const AutoTexture autoCleanup(texture); 2199 2200 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2201 drawAlphaBitmap(texture, left, top, paint); 2202 } else { 2203 drawTextureRect(left, top, right, bottom, texture, paint); 2204 } 2205 2206 return DrawGlInfo::kStatusDrew; 2207} 2208 2209status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 2210 float* vertices, int* colors, SkPaint* paint) { 2211 if (!vertices || mSnapshot->isIgnored()) { 2212 return DrawGlInfo::kStatusDone; 2213 } 2214 2215 // TODO: use quickReject on bounds from vertices 2216 mCaches.enableScissor(); 2217 2218 float left = FLT_MAX; 2219 float top = FLT_MAX; 2220 float right = FLT_MIN; 2221 float bottom = FLT_MIN; 2222 2223 const uint32_t count = meshWidth * meshHeight * 6; 2224 2225 ColorTextureVertex mesh[count]; 2226 ColorTextureVertex* vertex = mesh; 2227 2228 bool cleanupColors = false; 2229 if (!colors) { 2230 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2231 colors = new int[colorsCount]; 2232 memset(colors, 0xff, colorsCount * sizeof(int)); 2233 cleanupColors = true; 2234 } 2235 2236 mCaches.activeTexture(0); 2237 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2238 const UvMapper& mapper(getMapper(texture)); 2239 2240 for (int32_t y = 0; y < meshHeight; y++) { 2241 for (int32_t x = 0; x < meshWidth; x++) { 2242 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2243 2244 float u1 = float(x) / meshWidth; 2245 float u2 = float(x + 1) / meshWidth; 2246 float v1 = float(y) / meshHeight; 2247 float v2 = float(y + 1) / meshHeight; 2248 2249 mapper.map(u1, v1, u2, v2); 2250 2251 int ax = i + (meshWidth + 1) * 2; 2252 int ay = ax + 1; 2253 int bx = i; 2254 int by = bx + 1; 2255 int cx = i + 2; 2256 int cy = cx + 1; 2257 int dx = i + (meshWidth + 1) * 2 + 2; 2258 int dy = dx + 1; 2259 2260 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2261 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2262 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2263 2264 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2265 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2266 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2267 2268 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2269 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2270 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2271 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2272 } 2273 } 2274 2275 if (quickReject(left, top, right, bottom)) { 2276 if (cleanupColors) delete[] colors; 2277 return DrawGlInfo::kStatusDone; 2278 } 2279 2280 if (!texture) { 2281 texture = mCaches.textureCache.get(bitmap); 2282 if (!texture) { 2283 if (cleanupColors) delete[] colors; 2284 return DrawGlInfo::kStatusDone; 2285 } 2286 } 2287 const AutoTexture autoCleanup(texture); 2288 2289 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2290 texture->setFilter(FILTER(paint), true); 2291 2292 int alpha; 2293 SkXfermode::Mode mode; 2294 getAlphaAndMode(paint, &alpha, &mode); 2295 2296 float a = alpha / 255.0f; 2297 2298 if (hasLayer()) { 2299 dirtyLayer(left, top, right, bottom, currentTransform()); 2300 } 2301 2302 setupDraw(); 2303 setupDrawWithTextureAndColor(); 2304 setupDrawColor(a, a, a, a); 2305 setupDrawColorFilter(); 2306 setupDrawBlending(true, mode, false); 2307 setupDrawProgram(); 2308 setupDrawDirtyRegionsDisabled(); 2309 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false); 2310 setupDrawTexture(texture->id); 2311 setupDrawPureColorUniforms(); 2312 setupDrawColorFilterUniforms(); 2313 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r); 2314 2315 glDrawArrays(GL_TRIANGLES, 0, count); 2316 2317 int slot = mCaches.currentProgram->getAttrib("colors"); 2318 if (slot >= 0) { 2319 glDisableVertexAttribArray(slot); 2320 } 2321 2322 if (cleanupColors) delete[] colors; 2323 2324 return DrawGlInfo::kStatusDrew; 2325} 2326 2327status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 2328 float srcLeft, float srcTop, float srcRight, float srcBottom, 2329 float dstLeft, float dstTop, float dstRight, float dstBottom, 2330 SkPaint* paint) { 2331 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 2332 return DrawGlInfo::kStatusDone; 2333 } 2334 2335 mCaches.activeTexture(0); 2336 Texture* texture = getTexture(bitmap); 2337 if (!texture) return DrawGlInfo::kStatusDone; 2338 const AutoTexture autoCleanup(texture); 2339 2340 const float width = texture->width; 2341 const float height = texture->height; 2342 2343 float u1 = fmax(0.0f, srcLeft / width); 2344 float v1 = fmax(0.0f, srcTop / height); 2345 float u2 = fmin(1.0f, srcRight / width); 2346 float v2 = fmin(1.0f, srcBottom / height); 2347 2348 getMapper(texture).map(u1, v1, u2, v2); 2349 2350 mCaches.unbindMeshBuffer(); 2351 resetDrawTextureTexCoords(u1, v1, u2, v2); 2352 2353 int alpha; 2354 SkXfermode::Mode mode; 2355 getAlphaAndMode(paint, &alpha, &mode); 2356 2357 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2358 2359 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2360 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2361 2362 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2363 // Apply a scale transform on the canvas only when a shader is in use 2364 // Skia handles the ratio between the dst and src rects as a scale factor 2365 // when a shader is set 2366 bool useScaleTransform = mDrawModifiers.mShader && scaled; 2367 bool ignoreTransform = false; 2368 2369 if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) { 2370 float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f); 2371 float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f); 2372 2373 dstRight = x + (dstRight - dstLeft); 2374 dstBottom = y + (dstBottom - dstTop); 2375 2376 dstLeft = x; 2377 dstTop = y; 2378 2379 texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true); 2380 ignoreTransform = true; 2381 } else { 2382 texture->setFilter(FILTER(paint), true); 2383 } 2384 2385 if (CC_UNLIKELY(useScaleTransform)) { 2386 save(SkCanvas::kMatrix_SaveFlag); 2387 translate(dstLeft, dstTop); 2388 scale(scaleX, scaleY); 2389 2390 dstLeft = 0.0f; 2391 dstTop = 0.0f; 2392 2393 dstRight = srcRight - srcLeft; 2394 dstBottom = srcBottom - srcTop; 2395 } 2396 2397 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2398 int color = paint ? paint->getColor() : 0; 2399 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2400 texture->id, paint != NULL, color, alpha, mode, 2401 &mMeshVertices[0].x, &mMeshVertices[0].u, 2402 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2403 } else { 2404 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2405 texture->id, alpha / 255.0f, mode, texture->blend, 2406 &mMeshVertices[0].x, &mMeshVertices[0].u, 2407 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2408 } 2409 2410 if (CC_UNLIKELY(useScaleTransform)) { 2411 restore(); 2412 } 2413 2414 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2415 2416 return DrawGlInfo::kStatusDrew; 2417} 2418 2419status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, 2420 float left, float top, float right, float bottom, SkPaint* paint) { 2421 if (quickReject(left, top, right, bottom)) { 2422 return DrawGlInfo::kStatusDone; 2423 } 2424 2425 AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap); 2426 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2427 right - left, bottom - top, patch); 2428 2429 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2430} 2431 2432status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry, 2433 float left, float top, float right, float bottom, SkPaint* paint) { 2434 if (quickReject(left, top, right, bottom)) { 2435 return DrawGlInfo::kStatusDone; 2436 } 2437 2438 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2439 mCaches.activeTexture(0); 2440 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2441 if (!texture) return DrawGlInfo::kStatusDone; 2442 const AutoTexture autoCleanup(texture); 2443 2444 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2445 texture->setFilter(GL_LINEAR, true); 2446 2447 int alpha; 2448 SkXfermode::Mode mode; 2449 getAlphaAndMode(paint, &alpha, &mode); 2450 2451 const bool pureTranslate = currentTransform().isPureTranslate(); 2452 // Mark the current layer dirty where we are going to draw the patch 2453 if (hasLayer() && mesh->hasEmptyQuads) { 2454 const float offsetX = left + currentTransform().getTranslateX(); 2455 const float offsetY = top + currentTransform().getTranslateY(); 2456 const size_t count = mesh->quads.size(); 2457 for (size_t i = 0; i < count; i++) { 2458 const Rect& bounds = mesh->quads.itemAt(i); 2459 if (CC_LIKELY(pureTranslate)) { 2460 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2461 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2462 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2463 } else { 2464 dirtyLayer(left + bounds.left, top + bounds.top, 2465 left + bounds.right, top + bounds.bottom, currentTransform()); 2466 } 2467 } 2468 } 2469 2470 if (CC_LIKELY(pureTranslate)) { 2471 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2472 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2473 2474 right = x + right - left; 2475 bottom = y + bottom - top; 2476 drawIndexedTextureMesh(x, y, right, bottom, texture->id, alpha / 255.0f, 2477 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2478 GL_TRIANGLES, mesh->indexCount, false, true, 2479 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2480 } else { 2481 drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 2482 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2483 GL_TRIANGLES, mesh->indexCount, false, false, 2484 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2485 } 2486 } 2487 2488 return DrawGlInfo::kStatusDrew; 2489} 2490 2491/** 2492 * Important note: this method is intended to draw batches of 9-patch objects and 2493 * will not set the scissor enable or dirty the current layer, if any. 2494 * The caller is responsible for properly dirtying the current layer. 2495 */ 2496status_t OpenGLRenderer::drawPatches(SkBitmap* bitmap, AssetAtlas::Entry* entry, 2497 TextureVertex* vertices, uint32_t indexCount, SkPaint* paint) { 2498 mCaches.activeTexture(0); 2499 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2500 if (!texture) return DrawGlInfo::kStatusDone; 2501 const AutoTexture autoCleanup(texture); 2502 2503 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2504 texture->setFilter(GL_LINEAR, true); 2505 2506 int alpha; 2507 SkXfermode::Mode mode; 2508 getAlphaAndMode(paint, &alpha, &mode); 2509 2510 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 2511 mode, texture->blend, &vertices[0].x, &vertices[0].u, 2512 GL_TRIANGLES, indexCount, false, true, 0, true, false); 2513 2514 return DrawGlInfo::kStatusDrew; 2515} 2516 2517status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint, 2518 bool useOffset) { 2519 if (!vertexBuffer.getVertexCount()) { 2520 // no vertices to draw 2521 return DrawGlInfo::kStatusDone; 2522 } 2523 2524 int color = paint->getColor(); 2525 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 2526 bool isAA = paint->isAntiAlias(); 2527 2528 setupDraw(); 2529 setupDrawNoTexture(); 2530 if (isAA) setupDrawAA(); 2531 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2532 setupDrawColorFilter(); 2533 setupDrawShader(); 2534 setupDrawBlending(isAA, mode); 2535 setupDrawProgram(); 2536 setupDrawModelViewIdentity(useOffset); 2537 setupDrawColorUniforms(); 2538 setupDrawColorFilterUniforms(); 2539 setupDrawShaderIdentityUniforms(); 2540 2541 void* vertices = vertexBuffer.getBuffer(); 2542 bool force = mCaches.unbindMeshBuffer(); 2543 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2544 mCaches.resetTexCoordsVertexPointer(); 2545 mCaches.unbindIndicesBuffer(); 2546 2547 int alphaSlot = -1; 2548 if (isAA) { 2549 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2550 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2551 2552 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2553 glEnableVertexAttribArray(alphaSlot); 2554 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2555 } 2556 2557 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2558 2559 if (isAA) { 2560 glDisableVertexAttribArray(alphaSlot); 2561 } 2562 2563 return DrawGlInfo::kStatusDrew; 2564} 2565 2566/** 2567 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2568 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2569 * screen space in all directions. However, instead of using a fragment shader to compute the 2570 * translucency of the color from its position, we simply use a varying parameter to define how far 2571 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2572 * 2573 * Doesn't yet support joins, caps, or path effects. 2574 */ 2575status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { 2576 VertexBuffer vertexBuffer; 2577 // TODO: try clipping large paths to viewport 2578 PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer); 2579 2580 if (hasLayer()) { 2581 SkRect bounds = path.getBounds(); 2582 PathTessellator::expandBoundsForStroke(bounds, paint, false); 2583 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2584 } 2585 2586 return drawVertexBuffer(vertexBuffer, paint); 2587} 2588 2589/** 2590 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2591 * and additional geometry for defining an alpha slope perimeter. 2592 * 2593 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2594 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2595 * in-shader alpha region, but found it to be taxing on some GPUs. 2596 * 2597 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2598 * memory transfer by removing need for degenerate vertices. 2599 */ 2600status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 2601 if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2602 2603 count &= ~0x3; // round down to nearest four 2604 2605 VertexBuffer buffer; 2606 SkRect bounds; 2607 PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer); 2608 2609 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2610 return DrawGlInfo::kStatusDone; 2611 } 2612 2613 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2614 2615 bool useOffset = !paint->isAntiAlias(); 2616 return drawVertexBuffer(buffer, paint, useOffset); 2617} 2618 2619status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2620 if (mSnapshot->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; 2621 2622 count &= ~0x1; // round down to nearest two 2623 2624 VertexBuffer buffer; 2625 SkRect bounds; 2626 PathTessellator::tessellatePoints(points, count, paint, mSnapshot->transform, bounds, buffer); 2627 2628 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2629 return DrawGlInfo::kStatusDone; 2630 } 2631 2632 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2633 2634 bool useOffset = !paint->isAntiAlias(); 2635 return drawVertexBuffer(buffer, paint, useOffset); 2636} 2637 2638status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2639 // No need to check against the clip, we fill the clip region 2640 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2641 2642 Rect& clip(*mSnapshot->clipRect); 2643 clip.snapToPixelBoundaries(); 2644 2645 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2646 2647 return DrawGlInfo::kStatusDrew; 2648} 2649 2650status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2651 SkPaint* paint) { 2652 if (!texture) return DrawGlInfo::kStatusDone; 2653 const AutoTexture autoCleanup(texture); 2654 2655 const float x = left + texture->left - texture->offset; 2656 const float y = top + texture->top - texture->offset; 2657 2658 drawPathTexture(texture, x, y, paint); 2659 2660 return DrawGlInfo::kStatusDrew; 2661} 2662 2663status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2664 float rx, float ry, SkPaint* p) { 2665 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2666 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2667 return DrawGlInfo::kStatusDone; 2668 } 2669 2670 if (p->getPathEffect() != 0) { 2671 mCaches.activeTexture(0); 2672 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2673 right - left, bottom - top, rx, ry, p); 2674 return drawShape(left, top, texture, p); 2675 } 2676 2677 SkPath path; 2678 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2679 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2680 float outset = p->getStrokeWidth() / 2; 2681 rect.outset(outset, outset); 2682 rx += outset; 2683 ry += outset; 2684 } 2685 path.addRoundRect(rect, rx, ry); 2686 return drawConvexPath(path, p); 2687} 2688 2689status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2690 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, 2691 x + radius, y + radius, p) || 2692 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2693 return DrawGlInfo::kStatusDone; 2694 } 2695 if (p->getPathEffect() != 0) { 2696 mCaches.activeTexture(0); 2697 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2698 return drawShape(x - radius, y - radius, texture, p); 2699 } 2700 2701 SkPath path; 2702 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2703 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2704 } else { 2705 path.addCircle(x, y, radius); 2706 } 2707 return drawConvexPath(path, p); 2708} 2709 2710status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2711 SkPaint* p) { 2712 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2713 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2714 return DrawGlInfo::kStatusDone; 2715 } 2716 2717 if (p->getPathEffect() != 0) { 2718 mCaches.activeTexture(0); 2719 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2720 return drawShape(left, top, texture, p); 2721 } 2722 2723 SkPath path; 2724 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2725 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2726 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2727 } 2728 path.addOval(rect); 2729 return drawConvexPath(path, p); 2730} 2731 2732status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2733 float startAngle, float sweepAngle, bool useCenter, SkPaint* p) { 2734 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2735 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2736 return DrawGlInfo::kStatusDone; 2737 } 2738 2739 if (fabs(sweepAngle) >= 360.0f) { 2740 return drawOval(left, top, right, bottom, p); 2741 } 2742 2743 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2744 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2745 mCaches.activeTexture(0); 2746 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2747 startAngle, sweepAngle, useCenter, p); 2748 return drawShape(left, top, texture, p); 2749 } 2750 2751 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2752 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2753 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2754 } 2755 2756 SkPath path; 2757 if (useCenter) { 2758 path.moveTo(rect.centerX(), rect.centerY()); 2759 } 2760 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2761 if (useCenter) { 2762 path.close(); 2763 } 2764 return drawConvexPath(path, p); 2765} 2766 2767// See SkPaintDefaults.h 2768#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2769 2770status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2771 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2772 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2773 return DrawGlInfo::kStatusDone; 2774 } 2775 2776 if (p->getStyle() != SkPaint::kFill_Style) { 2777 // only fill style is supported by drawConvexPath, since others have to handle joins 2778 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2779 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2780 mCaches.activeTexture(0); 2781 const PathTexture* texture = 2782 mCaches.pathCache.getRect(right - left, bottom - top, p); 2783 return drawShape(left, top, texture, p); 2784 } 2785 2786 SkPath path; 2787 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2788 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2789 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2790 } 2791 path.addRect(rect); 2792 return drawConvexPath(path, p); 2793 } 2794 2795 if (p->isAntiAlias() && !currentTransform().isSimple()) { 2796 SkPath path; 2797 path.addRect(left, top, right, bottom); 2798 return drawConvexPath(path, p); 2799 } else { 2800 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2801 return DrawGlInfo::kStatusDrew; 2802 } 2803} 2804 2805void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2806 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2807 float x, float y) { 2808 mCaches.activeTexture(0); 2809 2810 // NOTE: The drop shadow will not perform gamma correction 2811 // if shader-based correction is enabled 2812 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2813 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2814 paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions); 2815 // If the drop shadow exceeds the max texture size or couldn't be 2816 // allocated, skip drawing 2817 if (!shadow) return; 2818 const AutoTexture autoCleanup(shadow); 2819 2820 const float sx = x - shadow->left + mDrawModifiers.mShadowDx; 2821 const float sy = y - shadow->top + mDrawModifiers.mShadowDy; 2822 2823 const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2824 int shadowColor = mDrawModifiers.mShadowColor; 2825 if (mDrawModifiers.mShader) { 2826 shadowColor = 0xffffffff; 2827 } 2828 2829 setupDraw(); 2830 setupDrawWithTexture(true); 2831 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2832 setupDrawColorFilter(); 2833 setupDrawShader(); 2834 setupDrawBlending(true, mode); 2835 setupDrawProgram(); 2836 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2837 setupDrawTexture(shadow->id); 2838 setupDrawPureColorUniforms(); 2839 setupDrawColorFilterUniforms(); 2840 setupDrawShaderUniforms(); 2841 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2842 2843 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2844} 2845 2846bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2847 float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2848 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2849} 2850 2851status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2852 const float* positions, SkPaint* paint) { 2853 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2854 return DrawGlInfo::kStatusDone; 2855 } 2856 2857 // NOTE: Skia does not support perspective transform on drawPosText yet 2858 if (!currentTransform().isSimple()) { 2859 return DrawGlInfo::kStatusDone; 2860 } 2861 2862 mCaches.enableScissor(); 2863 2864 float x = 0.0f; 2865 float y = 0.0f; 2866 const bool pureTranslate = currentTransform().isPureTranslate(); 2867 if (pureTranslate) { 2868 x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 2869 y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 2870 } 2871 2872 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2873 fontRenderer.setFont(paint, mat4::identity()); 2874 2875 int alpha; 2876 SkXfermode::Mode mode; 2877 getAlphaAndMode(paint, &alpha, &mode); 2878 2879 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2880 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2881 alpha, mode, 0.0f, 0.0f); 2882 } 2883 2884 // Pick the appropriate texture filtering 2885 bool linearFilter = currentTransform().changesBounds(); 2886 if (pureTranslate && !linearFilter) { 2887 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2888 } 2889 fontRenderer.setTextureFiltering(linearFilter); 2890 2891 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2892 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2893 2894 const bool hasActiveLayer = hasLayer(); 2895 2896 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2897 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2898 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2899 if (hasActiveLayer) { 2900 if (!pureTranslate) { 2901 currentTransform().mapRect(bounds); 2902 } 2903 dirtyLayerUnchecked(bounds, getRegion()); 2904 } 2905 } 2906 2907 return DrawGlInfo::kStatusDrew; 2908} 2909 2910mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const { 2911 mat4 fontTransform; 2912 if (CC_LIKELY(transform.isPureTranslate())) { 2913 fontTransform = mat4::identity(); 2914 } else { 2915 if (CC_UNLIKELY(transform.isPerspective())) { 2916 fontTransform = mat4::identity(); 2917 } else { 2918 float sx, sy; 2919 currentTransform().decomposeScale(sx, sy); 2920 fontTransform.loadScale(sx, sy, 1.0f); 2921 } 2922 } 2923 return fontTransform; 2924} 2925 2926status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2927 const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds, 2928 DrawOpMode drawOpMode) { 2929 2930 if (drawOpMode == kDrawOpMode_Immediate) { 2931 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2932 // drawing as ops from DeferredDisplayList are already filtered for these 2933 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint) || 2934 quickReject(bounds)) { 2935 return DrawGlInfo::kStatusDone; 2936 } 2937 } 2938 2939 const float oldX = x; 2940 const float oldY = y; 2941 2942 const mat4& transform = currentTransform(); 2943 const bool pureTranslate = transform.isPureTranslate(); 2944 2945 if (CC_LIKELY(pureTranslate)) { 2946 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2947 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2948 } 2949 2950 int alpha; 2951 SkXfermode::Mode mode; 2952 getAlphaAndMode(paint, &alpha, &mode); 2953 2954 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2955 2956 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2957 fontRenderer.setFont(paint, mat4::identity()); 2958 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2959 alpha, mode, oldX, oldY); 2960 } 2961 2962 const bool hasActiveLayer = hasLayer(); 2963 2964 // We only pass a partial transform to the font renderer. That partial 2965 // matrix defines how glyphs are rasterized. Typically we want glyphs 2966 // to be rasterized at their final size on screen, which means the partial 2967 // matrix needs to take the scale factor into account. 2968 // When a partial matrix is used to transform glyphs during rasterization, 2969 // the mesh is generated with the inverse transform (in the case of scale, 2970 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2971 // apply the full transform matrix at draw time in the vertex shader. 2972 // Applying the full matrix in the shader is the easiest way to handle 2973 // rotation and perspective and allows us to always generated quads in the 2974 // font renderer which greatly simplifies the code, clipping in particular. 2975 mat4 fontTransform = findBestFontTransform(transform); 2976 fontRenderer.setFont(paint, fontTransform); 2977 2978 // Pick the appropriate texture filtering 2979 bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2980 fontRenderer.setTextureFiltering(linearFilter); 2981 2982 // TODO: Implement better clipping for scaled/rotated text 2983 const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect; 2984 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2985 2986 bool status; 2987 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2988 2989 // don't call issuedrawcommand, do it at end of batch 2990 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2991 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2992 SkPaint paintCopy(*paint); 2993 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2994 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2995 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2996 } else { 2997 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2998 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2999 } 3000 3001 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 3002 if (!pureTranslate) { 3003 transform.mapRect(layerBounds); 3004 } 3005 dirtyLayerUnchecked(layerBounds, getRegion()); 3006 } 3007 3008 drawTextDecorations(text, bytesCount, totalAdvance, oldX, oldY, paint); 3009 3010 return DrawGlInfo::kStatusDrew; 3011} 3012 3013status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 3014 float hOffset, float vOffset, SkPaint* paint) { 3015 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 3016 return DrawGlInfo::kStatusDone; 3017 } 3018 3019 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 3020 mCaches.enableScissor(); 3021 3022 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 3023 fontRenderer.setFont(paint, mat4::identity()); 3024 fontRenderer.setTextureFiltering(true); 3025 3026 int alpha; 3027 SkXfermode::Mode mode; 3028 getAlphaAndMode(paint, &alpha, &mode); 3029 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 3030 3031 const Rect* clip = &mSnapshot->getLocalClip(); 3032 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 3033 3034 const bool hasActiveLayer = hasLayer(); 3035 3036 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 3037 hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) { 3038 if (hasActiveLayer) { 3039 currentTransform().mapRect(bounds); 3040 dirtyLayerUnchecked(bounds, getRegion()); 3041 } 3042 } 3043 3044 return DrawGlInfo::kStatusDrew; 3045} 3046 3047status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 3048 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 3049 3050 mCaches.activeTexture(0); 3051 3052 const PathTexture* texture = mCaches.pathCache.get(path, paint); 3053 if (!texture) return DrawGlInfo::kStatusDone; 3054 const AutoTexture autoCleanup(texture); 3055 3056 const float x = texture->left - texture->offset; 3057 const float y = texture->top - texture->offset; 3058 3059 drawPathTexture(texture, x, y, paint); 3060 3061 return DrawGlInfo::kStatusDrew; 3062} 3063 3064status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 3065 if (!layer) { 3066 return DrawGlInfo::kStatusDone; 3067 } 3068 3069 mat4* transform = NULL; 3070 if (layer->isTextureLayer()) { 3071 transform = &layer->getTransform(); 3072 if (!transform->isIdentity()) { 3073 save(0); 3074 currentTransform().multiply(*transform); 3075 } 3076 } 3077 3078 bool clipRequired = false; 3079 const bool rejected = quickRejectNoScissor(x, y, 3080 x + layer->layer.getWidth(), y + layer->layer.getHeight(), false, &clipRequired); 3081 3082 if (rejected) { 3083 if (transform && !transform->isIdentity()) { 3084 restore(); 3085 } 3086 return DrawGlInfo::kStatusDone; 3087 } 3088 3089 updateLayer(layer, true); 3090 3091 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 3092 mCaches.activeTexture(0); 3093 3094 if (CC_LIKELY(!layer->region.isEmpty())) { 3095 SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter; 3096 mDrawModifiers.mColorFilter = layer->getColorFilter(); 3097 3098 if (layer->region.isRect()) { 3099 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3100 composeLayerRect(layer, layer->regionRect)); 3101 } else if (layer->mesh) { 3102 const float a = getLayerAlpha(layer); 3103 setupDraw(); 3104 setupDrawWithTexture(); 3105 setupDrawColor(a, a, a, a); 3106 setupDrawColorFilter(); 3107 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 3108 setupDrawProgram(); 3109 setupDrawPureColorUniforms(); 3110 setupDrawColorFilterUniforms(); 3111 setupDrawTexture(layer->getTexture()); 3112 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3113 int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 3114 int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 3115 3116 layer->setFilter(GL_NEAREST); 3117 setupDrawModelViewTranslate(tx, ty, 3118 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 3119 } else { 3120 layer->setFilter(GL_LINEAR); 3121 setupDrawModelViewTranslate(x, y, 3122 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 3123 } 3124 3125 TextureVertex* mesh = &layer->mesh[0]; 3126 GLsizei elementsCount = layer->meshElementCount; 3127 3128 while (elementsCount > 0) { 3129 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 3130 3131 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 3132 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3133 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL)); 3134 3135 elementsCount -= drawCount; 3136 // Though there are 4 vertices in a quad, we use 6 indices per 3137 // quad to draw with GL_TRIANGLES 3138 mesh += (drawCount / 6) * 4; 3139 } 3140 3141#if DEBUG_LAYERS_AS_REGIONS 3142 drawRegionRects(layer->region); 3143#endif 3144 } 3145 3146 mDrawModifiers.mColorFilter = oldFilter; 3147 3148 if (layer->debugDrawUpdate) { 3149 layer->debugDrawUpdate = false; 3150 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 3151 0x7f00ff00, SkXfermode::kSrcOver_Mode); 3152 } 3153 } 3154 layer->hasDrawnSinceUpdate = true; 3155 3156 if (transform && !transform->isIdentity()) { 3157 restore(); 3158 } 3159 3160 return DrawGlInfo::kStatusDrew; 3161} 3162 3163/////////////////////////////////////////////////////////////////////////////// 3164// Shaders 3165/////////////////////////////////////////////////////////////////////////////// 3166 3167void OpenGLRenderer::resetShader() { 3168 mDrawModifiers.mShader = NULL; 3169} 3170 3171void OpenGLRenderer::setupShader(SkiaShader* shader) { 3172 mDrawModifiers.mShader = shader; 3173 if (mDrawModifiers.mShader) { 3174 mDrawModifiers.mShader->setCaches(mCaches); 3175 } 3176} 3177 3178/////////////////////////////////////////////////////////////////////////////// 3179// Color filters 3180/////////////////////////////////////////////////////////////////////////////// 3181 3182void OpenGLRenderer::resetColorFilter() { 3183 mDrawModifiers.mColorFilter = NULL; 3184} 3185 3186void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 3187 mDrawModifiers.mColorFilter = filter; 3188} 3189 3190/////////////////////////////////////////////////////////////////////////////// 3191// Drop shadow 3192/////////////////////////////////////////////////////////////////////////////// 3193 3194void OpenGLRenderer::resetShadow() { 3195 mDrawModifiers.mHasShadow = false; 3196} 3197 3198void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 3199 mDrawModifiers.mHasShadow = true; 3200 mDrawModifiers.mShadowRadius = radius; 3201 mDrawModifiers.mShadowDx = dx; 3202 mDrawModifiers.mShadowDy = dy; 3203 mDrawModifiers.mShadowColor = color; 3204} 3205 3206/////////////////////////////////////////////////////////////////////////////// 3207// Draw filters 3208/////////////////////////////////////////////////////////////////////////////// 3209 3210void OpenGLRenderer::resetPaintFilter() { 3211 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 3212 // comparison, see MergingDrawBatch::canMergeWith 3213 mDrawModifiers.mHasDrawFilter = false; 3214 mDrawModifiers.mPaintFilterClearBits = 0; 3215 mDrawModifiers.mPaintFilterSetBits = 0; 3216} 3217 3218void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 3219 mDrawModifiers.mHasDrawFilter = true; 3220 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3221 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3222} 3223 3224SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 3225 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3226 return paint; 3227 } 3228 3229 uint32_t flags = paint->getFlags(); 3230 3231 mFilteredPaint = *paint; 3232 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | 3233 mDrawModifiers.mPaintFilterSetBits); 3234 3235 return &mFilteredPaint; 3236} 3237 3238/////////////////////////////////////////////////////////////////////////////// 3239// Drawing implementation 3240/////////////////////////////////////////////////////////////////////////////// 3241 3242Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) { 3243 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3244 if (!texture) { 3245 return mCaches.textureCache.get(bitmap); 3246 } 3247 return texture; 3248} 3249 3250void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3251 float x, float y, SkPaint* paint) { 3252 if (quickReject(x, y, x + texture->width, y + texture->height)) { 3253 return; 3254 } 3255 3256 int alpha; 3257 SkXfermode::Mode mode; 3258 getAlphaAndMode(paint, &alpha, &mode); 3259 3260 setupDraw(); 3261 setupDrawWithTexture(true); 3262 setupDrawAlpha8Color(paint->getColor(), alpha); 3263 setupDrawColorFilter(); 3264 setupDrawShader(); 3265 setupDrawBlending(true, mode); 3266 setupDrawProgram(); 3267 setupDrawModelView(x, y, x + texture->width, y + texture->height); 3268 setupDrawTexture(texture->id); 3269 setupDrawPureColorUniforms(); 3270 setupDrawColorFilterUniforms(); 3271 setupDrawShaderUniforms(); 3272 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3273 3274 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3275} 3276 3277// Same values used by Skia 3278#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3279#define kStdUnderline_Offset (1.0f / 9.0f) 3280#define kStdUnderline_Thickness (1.0f / 18.0f) 3281 3282void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float underlineWidth, 3283 float x, float y, SkPaint* paint) { 3284 // Handle underline and strike-through 3285 uint32_t flags = paint->getFlags(); 3286 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3287 SkPaint paintCopy(*paint); 3288 3289 if (CC_LIKELY(underlineWidth > 0.0f)) { 3290 const float textSize = paintCopy.getTextSize(); 3291 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3292 3293 const float left = x; 3294 float top = 0.0f; 3295 3296 int linesCount = 0; 3297 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3298 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3299 3300 const int pointsCount = 4 * linesCount; 3301 float points[pointsCount]; 3302 int currentPoint = 0; 3303 3304 if (flags & SkPaint::kUnderlineText_Flag) { 3305 top = y + textSize * kStdUnderline_Offset; 3306 points[currentPoint++] = left; 3307 points[currentPoint++] = top; 3308 points[currentPoint++] = left + underlineWidth; 3309 points[currentPoint++] = top; 3310 } 3311 3312 if (flags & SkPaint::kStrikeThruText_Flag) { 3313 top = y + textSize * kStdStrikeThru_Offset; 3314 points[currentPoint++] = left; 3315 points[currentPoint++] = top; 3316 points[currentPoint++] = left + underlineWidth; 3317 points[currentPoint++] = top; 3318 } 3319 3320 paintCopy.setStrokeWidth(strokeWidth); 3321 3322 drawLines(&points[0], pointsCount, &paintCopy); 3323 } 3324 } 3325} 3326 3327status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) { 3328 if (mSnapshot->isIgnored()) { 3329 return DrawGlInfo::kStatusDone; 3330 } 3331 3332 int color = paint->getColor(); 3333 // If a shader is set, preserve only the alpha 3334 if (mDrawModifiers.mShader) { 3335 color |= 0x00ffffff; 3336 } 3337 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 3338 3339 return drawColorRects(rects, count, color, mode); 3340} 3341 3342status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color, 3343 SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) { 3344 if (count == 0) { 3345 return DrawGlInfo::kStatusDone; 3346 } 3347 3348 float left = FLT_MAX; 3349 float top = FLT_MAX; 3350 float right = FLT_MIN; 3351 float bottom = FLT_MIN; 3352 3353 Vertex mesh[count]; 3354 Vertex* vertex = mesh; 3355 3356 for (int index = 0; index < count; index += 4) { 3357 float l = rects[index + 0]; 3358 float t = rects[index + 1]; 3359 float r = rects[index + 2]; 3360 float b = rects[index + 3]; 3361 3362 Vertex::set(vertex++, l, t); 3363 Vertex::set(vertex++, r, t); 3364 Vertex::set(vertex++, l, b); 3365 Vertex::set(vertex++, r, b); 3366 3367 left = fminf(left, l); 3368 top = fminf(top, t); 3369 right = fmaxf(right, r); 3370 bottom = fmaxf(bottom, b); 3371 } 3372 3373 if (clip && quickReject(left, top, right, bottom)) { 3374 return DrawGlInfo::kStatusDone; 3375 } 3376 3377 setupDraw(); 3378 setupDrawNoTexture(); 3379 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3380 setupDrawShader(); 3381 setupDrawColorFilter(); 3382 setupDrawBlending(mode); 3383 setupDrawProgram(); 3384 setupDrawDirtyRegionsDisabled(); 3385 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true); 3386 setupDrawColorUniforms(); 3387 setupDrawShaderUniforms(); 3388 setupDrawColorFilterUniforms(); 3389 3390 if (dirty && hasLayer()) { 3391 dirtyLayer(left, top, right, bottom, currentTransform()); 3392 } 3393 3394 drawIndexedQuads(&mesh[0], count / 4); 3395 3396 return DrawGlInfo::kStatusDrew; 3397} 3398 3399void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3400 int color, SkXfermode::Mode mode, bool ignoreTransform) { 3401 // If a shader is set, preserve only the alpha 3402 if (mDrawModifiers.mShader) { 3403 color |= 0x00ffffff; 3404 } 3405 3406 setupDraw(); 3407 setupDrawNoTexture(); 3408 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3409 setupDrawShader(); 3410 setupDrawColorFilter(); 3411 setupDrawBlending(mode); 3412 setupDrawProgram(); 3413 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3414 setupDrawColorUniforms(); 3415 setupDrawShaderUniforms(ignoreTransform); 3416 setupDrawColorFilterUniforms(); 3417 setupDrawSimpleMesh(); 3418 3419 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3420} 3421 3422void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3423 Texture* texture, SkPaint* paint) { 3424 int alpha; 3425 SkXfermode::Mode mode; 3426 getAlphaAndMode(paint, &alpha, &mode); 3427 3428 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3429 3430 GLvoid* vertices = (GLvoid*) NULL; 3431 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3432 3433 if (texture->uvMapper) { 3434 vertices = &mMeshVertices[0].x; 3435 texCoords = &mMeshVertices[0].u; 3436 3437 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3438 texture->uvMapper->map(uvs); 3439 3440 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3441 } 3442 3443 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3444 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 3445 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 3446 3447 texture->setFilter(GL_NEAREST, true); 3448 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3449 alpha / 255.0f, mode, texture->blend, vertices, texCoords, 3450 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3451 } else { 3452 texture->setFilter(FILTER(paint), true); 3453 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 3454 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3455 } 3456 3457 if (texture->uvMapper) { 3458 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3459 } 3460} 3461 3462void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3463 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 3464 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 3465 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 3466} 3467 3468void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3469 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3470 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3471 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3472 3473 setupDraw(); 3474 setupDrawWithTexture(); 3475 setupDrawColor(alpha, alpha, alpha, alpha); 3476 setupDrawColorFilter(); 3477 setupDrawBlending(blend, mode, swapSrcDst); 3478 setupDrawProgram(); 3479 if (!dirty) setupDrawDirtyRegionsDisabled(); 3480 if (!ignoreScale) { 3481 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3482 } else { 3483 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3484 } 3485 setupDrawTexture(texture); 3486 setupDrawPureColorUniforms(); 3487 setupDrawColorFilterUniforms(); 3488 setupDrawMesh(vertices, texCoords, vbo); 3489 3490 glDrawArrays(drawMode, 0, elementsCount); 3491} 3492 3493void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3494 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3495 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3496 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3497 3498 setupDraw(); 3499 setupDrawWithTexture(); 3500 setupDrawColor(alpha, alpha, alpha, alpha); 3501 setupDrawColorFilter(); 3502 setupDrawBlending(blend, mode, swapSrcDst); 3503 setupDrawProgram(); 3504 if (!dirty) setupDrawDirtyRegionsDisabled(); 3505 if (!ignoreScale) { 3506 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3507 } else { 3508 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3509 } 3510 setupDrawTexture(texture); 3511 setupDrawPureColorUniforms(); 3512 setupDrawColorFilterUniforms(); 3513 setupDrawMeshIndices(vertices, texCoords, vbo); 3514 3515 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3516} 3517 3518void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3519 GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode, 3520 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3521 bool ignoreTransform, bool ignoreScale, bool dirty) { 3522 3523 setupDraw(); 3524 setupDrawWithTexture(true); 3525 if (hasColor) { 3526 setupDrawAlpha8Color(color, alpha); 3527 } 3528 setupDrawColorFilter(); 3529 setupDrawShader(); 3530 setupDrawBlending(true, mode); 3531 setupDrawProgram(); 3532 if (!dirty) setupDrawDirtyRegionsDisabled(); 3533 if (!ignoreScale) { 3534 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3535 } else { 3536 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3537 } 3538 setupDrawTexture(texture); 3539 setupDrawPureColorUniforms(); 3540 setupDrawColorFilterUniforms(); 3541 setupDrawShaderUniforms(); 3542 setupDrawMesh(vertices, texCoords); 3543 3544 glDrawArrays(drawMode, 0, elementsCount); 3545} 3546 3547void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3548 ProgramDescription& description, bool swapSrcDst) { 3549 if (mCountOverdraw) { 3550 if (!mCaches.blend) glEnable(GL_BLEND); 3551 if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) { 3552 glBlendFunc(GL_ONE, GL_ONE); 3553 } 3554 3555 mCaches.blend = true; 3556 mCaches.lastSrcMode = GL_ONE; 3557 mCaches.lastDstMode = GL_ONE; 3558 3559 return; 3560 } 3561 3562 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3563 3564 if (blend) { 3565 // These blend modes are not supported by OpenGL directly and have 3566 // to be implemented using shaders. Since the shader will perform 3567 // the blending, turn blending off here 3568 // If the blend mode cannot be implemented using shaders, fall 3569 // back to the default SrcOver blend mode instead 3570 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3571 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3572 description.framebufferMode = mode; 3573 description.swapSrcDst = swapSrcDst; 3574 3575 if (mCaches.blend) { 3576 glDisable(GL_BLEND); 3577 mCaches.blend = false; 3578 } 3579 3580 return; 3581 } else { 3582 mode = SkXfermode::kSrcOver_Mode; 3583 } 3584 } 3585 3586 if (!mCaches.blend) { 3587 glEnable(GL_BLEND); 3588 } 3589 3590 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3591 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3592 3593 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3594 glBlendFunc(sourceMode, destMode); 3595 mCaches.lastSrcMode = sourceMode; 3596 mCaches.lastDstMode = destMode; 3597 } 3598 } else if (mCaches.blend) { 3599 glDisable(GL_BLEND); 3600 } 3601 mCaches.blend = blend; 3602} 3603 3604bool OpenGLRenderer::useProgram(Program* program) { 3605 if (!program->isInUse()) { 3606 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3607 program->use(); 3608 mCaches.currentProgram = program; 3609 return false; 3610 } 3611 return true; 3612} 3613 3614void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3615 TextureVertex* v = &mMeshVertices[0]; 3616 TextureVertex::setUV(v++, u1, v1); 3617 TextureVertex::setUV(v++, u2, v1); 3618 TextureVertex::setUV(v++, u1, v2); 3619 TextureVertex::setUV(v++, u2, v2); 3620} 3621 3622void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3623 getAlphaAndModeDirect(paint, alpha, mode); 3624 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3625 // if drawing a layer, ignore the paint's alpha 3626 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3627 } 3628 *alpha *= mSnapshot->alpha; 3629} 3630 3631float OpenGLRenderer::getLayerAlpha(Layer* layer) const { 3632 float alpha; 3633 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3634 alpha = mDrawModifiers.mOverrideLayerAlpha; 3635 } else { 3636 alpha = layer->getAlpha() / 255.0f; 3637 } 3638 return alpha * mSnapshot->alpha; 3639} 3640 3641}; // namespace uirenderer 3642}; // namespace android 3643