OpenGLRenderer.cpp revision 4063a0e03ba2e354cc6d19c0ffc073fd5b8aa2ca
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 int count = saveSnapshot(flags); 783 784 if (!mSnapshot->isIgnored()) { 785 createLayer(left, top, right, bottom, alpha, mode, flags); 786 } 787 788 return count; 789} 790 791void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 792 const Rect untransformedBounds(bounds); 793 794 currentTransform().mapRect(bounds); 795 796 // Layers only make sense if they are in the framebuffer's bounds 797 if (bounds.intersect(*mSnapshot->clipRect)) { 798 // We cannot work with sub-pixels in this case 799 bounds.snapToPixelBoundaries(); 800 801 // When the layer is not an FBO, we may use glCopyTexImage so we 802 // need to make sure the layer does not extend outside the bounds 803 // of the framebuffer 804 if (!bounds.intersect(mSnapshot->previous->viewport)) { 805 bounds.setEmpty(); 806 } else if (fboLayer) { 807 clip.set(bounds); 808 mat4 inverse; 809 inverse.loadInverse(currentTransform()); 810 inverse.mapRect(clip); 811 clip.snapToPixelBoundaries(); 812 if (clip.intersect(untransformedBounds)) { 813 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 814 bounds.set(untransformedBounds); 815 } else { 816 clip.setEmpty(); 817 } 818 } 819 } else { 820 bounds.setEmpty(); 821 } 822} 823 824void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 825 bool fboLayer, int alpha) { 826 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 827 bounds.getHeight() > mCaches.maxTextureSize || 828 (fboLayer && clip.isEmpty())) { 829 mSnapshot->empty = fboLayer; 830 } else { 831 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 832 } 833} 834 835int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 836 int alpha, SkXfermode::Mode mode, int flags) { 837 const int count = saveSnapshot(flags); 838 839 if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 840 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 841 // operations will be able to store and restore the current clip and transform info, and 842 // quick rejection will be correct (for display lists) 843 844 Rect bounds(left, top, right, bottom); 845 Rect clip; 846 calculateLayerBoundsAndClip(bounds, clip, true); 847 updateSnapshotIgnoreForLayer(bounds, clip, true, alpha); 848 849 if (!mSnapshot->isIgnored()) { 850 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 851 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 852 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 853 } 854 } 855 856 return count; 857} 858 859 860/** 861 * Layers are viewed by Skia are slightly different than layers in image editing 862 * programs (for instance.) When a layer is created, previously created layers 863 * and the frame buffer still receive every drawing command. For instance, if a 864 * layer is created and a shape intersecting the bounds of the layers and the 865 * framebuffer is draw, the shape will be drawn on both (unless the layer was 866 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 867 * 868 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 869 * texture. Unfortunately, this is inefficient as it requires every primitive to 870 * be drawn n + 1 times, where n is the number of active layers. In practice this 871 * means, for every primitive: 872 * - Switch active frame buffer 873 * - Change viewport, clip and projection matrix 874 * - Issue the drawing 875 * 876 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 877 * To avoid this, layers are implemented in a different way here, at least in the 878 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 879 * is set. When this flag is set we can redirect all drawing operations into a 880 * single FBO. 881 * 882 * This implementation relies on the frame buffer being at least RGBA 8888. When 883 * a layer is created, only a texture is created, not an FBO. The content of the 884 * frame buffer contained within the layer's bounds is copied into this texture 885 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 886 * buffer and drawing continues as normal. This technique therefore treats the 887 * frame buffer as a scratch buffer for the layers. 888 * 889 * To compose the layers back onto the frame buffer, each layer texture 890 * (containing the original frame buffer data) is drawn as a simple quad over 891 * the frame buffer. The trick is that the quad is set as the composition 892 * destination in the blending equation, and the frame buffer becomes the source 893 * of the composition. 894 * 895 * Drawing layers with an alpha value requires an extra step before composition. 896 * An empty quad is drawn over the layer's region in the frame buffer. This quad 897 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 898 * quad is used to multiply the colors in the frame buffer. This is achieved by 899 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 900 * GL_ZERO, GL_SRC_ALPHA. 901 * 902 * Because glCopyTexImage2D() can be slow, an alternative implementation might 903 * be use to draw a single clipped layer. The implementation described above 904 * is correct in every case. 905 * 906 * (1) The frame buffer is actually not cleared right away. To allow the GPU 907 * to potentially optimize series of calls to glCopyTexImage2D, the frame 908 * buffer is left untouched until the first drawing operation. Only when 909 * something actually gets drawn are the layers regions cleared. 910 */ 911bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 912 int alpha, SkXfermode::Mode mode, int flags) { 913 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 914 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 915 916 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 917 918 // Window coordinates of the layer 919 Rect clip; 920 Rect bounds(left, top, right, bottom); 921 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 922 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha); 923 924 // Bail out if we won't draw in this snapshot 925 if (mSnapshot->isIgnored()) { 926 return false; 927 } 928 929 mCaches.activeTexture(0); 930 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 931 if (!layer) { 932 return false; 933 } 934 935 layer->setAlpha(alpha, mode); 936 layer->layer.set(bounds); 937 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 938 bounds.getWidth() / float(layer->getWidth()), 0.0f); 939 layer->setColorFilter(mDrawModifiers.mColorFilter); 940 layer->setBlend(true); 941 layer->setDirty(false); 942 943 // Save the layer in the snapshot 944 mSnapshot->flags |= Snapshot::kFlagIsLayer; 945 mSnapshot->layer = layer; 946 947 startMark("SaveLayer"); 948 if (fboLayer) { 949 return createFboLayer(layer, bounds, clip); 950 } else { 951 // Copy the framebuffer into the layer 952 layer->bindTexture(); 953 if (!bounds.isEmpty()) { 954 if (layer->isEmpty()) { 955 // Workaround for some GL drivers. When reading pixels lying outside 956 // of the window we should get undefined values for those pixels. 957 // Unfortunately some drivers will turn the entire target texture black 958 // when reading outside of the window. 959 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 960 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); 961 layer->setEmpty(false); 962 } 963 964 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 965 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 966 967 // Enqueue the buffer coordinates to clear the corresponding region later 968 mLayers.push(new Rect(bounds)); 969 } 970 } 971 972 return true; 973} 974 975bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 976 layer->clipRect.set(clip); 977 layer->setFbo(mCaches.fboCache.get()); 978 979 mSnapshot->region = &mSnapshot->layer->region; 980 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer | 981 Snapshot::kFlagDirtyOrtho; 982 mSnapshot->fbo = layer->getFbo(); 983 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 984 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 985 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 986 mSnapshot->height = bounds.getHeight(); 987 mSnapshot->orthoMatrix.load(mOrthoMatrix); 988 989 endTiling(); 990 debugOverdraw(false, false); 991 // Bind texture to FBO 992 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 993 layer->bindTexture(); 994 995 // Initialize the texture if needed 996 if (layer->isEmpty()) { 997 layer->allocateTexture(); 998 layer->setEmpty(false); 999 } 1000 1001 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 1002 layer->getTexture(), 0); 1003 1004 startTiling(mSnapshot, true); 1005 1006 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 1007 mCaches.enableScissor(); 1008 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 1009 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 1010 glClear(GL_COLOR_BUFFER_BIT); 1011 1012 dirtyClip(); 1013 1014 // Change the ortho projection 1015 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 1016 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 1017 1018 return true; 1019} 1020 1021/** 1022 * Read the documentation of createLayer() before doing anything in this method. 1023 */ 1024void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 1025 if (!current->layer) { 1026 ALOGE("Attempting to compose a layer that does not exist"); 1027 return; 1028 } 1029 1030 Layer* layer = current->layer; 1031 const Rect& rect = layer->layer; 1032 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 1033 1034 bool clipRequired = false; 1035 quickRejectNoScissor(rect, &clipRequired); // safely ignore return, should never be rejected 1036 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1037 1038 if (fboLayer) { 1039 endTiling(); 1040 1041 // Detach the texture from the FBO 1042 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 1043 1044 layer->removeFbo(false); 1045 1046 // Unbind current FBO and restore previous one 1047 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 1048 debugOverdraw(true, false); 1049 1050 startTiling(previous); 1051 } 1052 1053 if (!fboLayer && layer->getAlpha() < 255) { 1054 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 1055 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 1056 // Required below, composeLayerRect() will divide by 255 1057 layer->setAlpha(255); 1058 } 1059 1060 mCaches.unbindMeshBuffer(); 1061 1062 mCaches.activeTexture(0); 1063 1064 // When the layer is stored in an FBO, we can save a bit of fillrate by 1065 // drawing only the dirty region 1066 if (fboLayer) { 1067 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 1068 if (layer->getColorFilter()) { 1069 setupColorFilter(layer->getColorFilter()); 1070 } 1071 composeLayerRegion(layer, rect); 1072 if (layer->getColorFilter()) { 1073 resetColorFilter(); 1074 } 1075 } else if (!rect.isEmpty()) { 1076 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 1077 1078 save(0); 1079 // the layer contains screen buffer content that shouldn't be alpha modulated 1080 // (and any necessary alpha modulation was handled drawing into the layer) 1081 mSnapshot->alpha = 1.0f; 1082 composeLayerRect(layer, rect, true); 1083 restore(); 1084 } 1085 1086 dirtyClip(); 1087 1088 // Failing to add the layer to the cache should happen only if the layer is too large 1089 if (!mCaches.layerCache.put(layer)) { 1090 LAYER_LOGD("Deleting layer"); 1091 Caches::getInstance().resourceCache.decrementRefcount(layer); 1092 } 1093} 1094 1095void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 1096 float alpha = getLayerAlpha(layer); 1097 1098 setupDraw(); 1099 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1100 setupDrawWithTexture(); 1101 } else { 1102 setupDrawWithExternalTexture(); 1103 } 1104 setupDrawTextureTransform(); 1105 setupDrawColor(alpha, alpha, alpha, alpha); 1106 setupDrawColorFilter(); 1107 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 1108 setupDrawProgram(); 1109 setupDrawPureColorUniforms(); 1110 setupDrawColorFilterUniforms(); 1111 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1112 setupDrawTexture(layer->getTexture()); 1113 } else { 1114 setupDrawExternalTexture(layer->getTexture()); 1115 } 1116 if (currentTransform().isPureTranslate() && 1117 layer->getWidth() == (uint32_t) rect.getWidth() && 1118 layer->getHeight() == (uint32_t) rect.getHeight()) { 1119 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1120 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1121 1122 layer->setFilter(GL_NEAREST); 1123 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 1124 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1125 } else { 1126 layer->setFilter(GL_LINEAR); 1127 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 1128 rect.left, rect.top, rect.right, rect.bottom); 1129 } 1130 setupDrawTextureTransformUniforms(layer->getTexTransform()); 1131 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u); 1132 1133 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1134} 1135 1136void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 1137 if (!layer->isTextureLayer()) { 1138 const Rect& texCoords = layer->texCoords; 1139 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 1140 texCoords.right, texCoords.bottom); 1141 1142 float x = rect.left; 1143 float y = rect.top; 1144 bool simpleTransform = currentTransform().isPureTranslate() && 1145 layer->getWidth() == (uint32_t) rect.getWidth() && 1146 layer->getHeight() == (uint32_t) rect.getHeight(); 1147 1148 if (simpleTransform) { 1149 // When we're swapping, the layer is already in screen coordinates 1150 if (!swap) { 1151 x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1152 y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1153 } 1154 1155 layer->setFilter(GL_NEAREST, true); 1156 } else { 1157 layer->setFilter(GL_LINEAR, true); 1158 } 1159 1160 float alpha = getLayerAlpha(layer); 1161 bool blend = layer->isBlend() || alpha < 1.0f; 1162 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1163 layer->getTexture(), alpha, layer->getMode(), blend, 1164 &mMeshVertices[0].x, &mMeshVertices[0].u, 1165 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1166 1167 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1168 } else { 1169 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1170 drawTextureLayer(layer, rect); 1171 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1172 } 1173} 1174 1175/** 1176 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1177 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1178 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1179 * by saveLayer's restore 1180 */ 1181#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1182 DRAW_COMMAND; \ 1183 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1184 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1185 DRAW_COMMAND; \ 1186 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1187 } \ 1188 } 1189 1190#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1191 1192void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1193 if (layer->region.isRect()) { 1194 layer->setRegionAsRect(); 1195 1196 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1197 1198 layer->region.clear(); 1199 return; 1200 } 1201 1202 if (CC_LIKELY(!layer->region.isEmpty())) { 1203 size_t count; 1204 const android::Rect* rects; 1205 Region safeRegion; 1206 if (CC_LIKELY(hasRectToRectTransform())) { 1207 rects = layer->region.getArray(&count); 1208 } else { 1209 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1210 rects = safeRegion.getArray(&count); 1211 } 1212 1213 const float alpha = getLayerAlpha(layer); 1214 const float texX = 1.0f / float(layer->getWidth()); 1215 const float texY = 1.0f / float(layer->getHeight()); 1216 const float height = rect.getHeight(); 1217 1218 setupDraw(); 1219 1220 // We must get (and therefore bind) the region mesh buffer 1221 // after we setup drawing in case we need to mess with the 1222 // stencil buffer in setupDraw() 1223 TextureVertex* mesh = mCaches.getRegionMesh(); 1224 uint32_t numQuads = 0; 1225 1226 setupDrawWithTexture(); 1227 setupDrawColor(alpha, alpha, alpha, alpha); 1228 setupDrawColorFilter(); 1229 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1230 setupDrawProgram(); 1231 setupDrawDirtyRegionsDisabled(); 1232 setupDrawPureColorUniforms(); 1233 setupDrawColorFilterUniforms(); 1234 setupDrawTexture(layer->getTexture()); 1235 if (currentTransform().isPureTranslate()) { 1236 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1237 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1238 1239 layer->setFilter(GL_NEAREST); 1240 setupDrawModelView(kModelViewMode_Translate, false, 1241 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1242 } else { 1243 layer->setFilter(GL_LINEAR); 1244 setupDrawModelView(kModelViewMode_Translate, false, 1245 rect.left, rect.top, rect.right, rect.bottom); 1246 } 1247 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 1248 1249 for (size_t i = 0; i < count; i++) { 1250 const android::Rect* r = &rects[i]; 1251 1252 const float u1 = r->left * texX; 1253 const float v1 = (height - r->top) * texY; 1254 const float u2 = r->right * texX; 1255 const float v2 = (height - r->bottom) * texY; 1256 1257 // TODO: Reject quads outside of the clip 1258 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1259 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1260 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1261 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1262 1263 numQuads++; 1264 1265 if (numQuads >= gMaxNumberOfQuads) { 1266 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1267 GL_UNSIGNED_SHORT, NULL)); 1268 numQuads = 0; 1269 mesh = mCaches.getRegionMesh(); 1270 } 1271 } 1272 1273 if (numQuads > 0) { 1274 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1275 GL_UNSIGNED_SHORT, NULL)); 1276 } 1277 1278#if DEBUG_LAYERS_AS_REGIONS 1279 drawRegionRectsDebug(layer->region); 1280#endif 1281 1282 layer->region.clear(); 1283 } 1284} 1285 1286#if DEBUG_LAYERS_AS_REGIONS 1287void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 1288 size_t count; 1289 const android::Rect* rects = region.getArray(&count); 1290 1291 uint32_t colors[] = { 1292 0x7fff0000, 0x7f00ff00, 1293 0x7f0000ff, 0x7fff00ff, 1294 }; 1295 1296 int offset = 0; 1297 int32_t top = rects[0].top; 1298 1299 for (size_t i = 0; i < count; i++) { 1300 if (top != rects[i].top) { 1301 offset ^= 0x2; 1302 top = rects[i].top; 1303 } 1304 1305 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1306 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1307 SkXfermode::kSrcOver_Mode); 1308 } 1309} 1310#endif 1311 1312void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color, 1313 SkXfermode::Mode mode, bool dirty) { 1314 Vector<float> rects; 1315 1316 SkRegion::Iterator it(region); 1317 while (!it.done()) { 1318 const SkIRect& r = it.rect(); 1319 rects.push(r.fLeft); 1320 rects.push(r.fTop); 1321 rects.push(r.fRight); 1322 rects.push(r.fBottom); 1323 it.next(); 1324 } 1325 1326 drawColorRects(rects.array(), rects.size(), color, mode, true, dirty, false); 1327} 1328 1329void OpenGLRenderer::dirtyLayer(const float left, const float top, 1330 const float right, const float bottom, const mat4 transform) { 1331 if (hasLayer()) { 1332 Rect bounds(left, top, right, bottom); 1333 transform.mapRect(bounds); 1334 dirtyLayerUnchecked(bounds, getRegion()); 1335 } 1336} 1337 1338void OpenGLRenderer::dirtyLayer(const float left, const float top, 1339 const float right, const float bottom) { 1340 if (hasLayer()) { 1341 Rect bounds(left, top, right, bottom); 1342 dirtyLayerUnchecked(bounds, getRegion()); 1343 } 1344} 1345 1346void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1347 if (bounds.intersect(*mSnapshot->clipRect)) { 1348 bounds.snapToPixelBoundaries(); 1349 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1350 if (!dirty.isEmpty()) { 1351 region->orSelf(dirty); 1352 } 1353 } 1354} 1355 1356void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) { 1357 GLsizei elementsCount = quadsCount * 6; 1358 while (elementsCount > 0) { 1359 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 1360 1361 setupDrawIndexedVertices(&mesh[0].x); 1362 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL); 1363 1364 elementsCount -= drawCount; 1365 // Though there are 4 vertices in a quad, we use 6 indices per 1366 // quad to draw with GL_TRIANGLES 1367 mesh += (drawCount / 6) * 4; 1368 } 1369} 1370 1371void OpenGLRenderer::clearLayerRegions() { 1372 const size_t count = mLayers.size(); 1373 if (count == 0) return; 1374 1375 if (!mSnapshot->isIgnored()) { 1376 // Doing several glScissor/glClear here can negatively impact 1377 // GPUs with a tiler architecture, instead we draw quads with 1378 // the Clear blending mode 1379 1380 // The list contains bounds that have already been clipped 1381 // against their initial clip rect, and the current clip 1382 // is likely different so we need to disable clipping here 1383 bool scissorChanged = mCaches.disableScissor(); 1384 1385 Vertex mesh[count * 4]; 1386 Vertex* vertex = mesh; 1387 1388 for (uint32_t i = 0; i < count; i++) { 1389 Rect* bounds = mLayers.itemAt(i); 1390 1391 Vertex::set(vertex++, bounds->left, bounds->top); 1392 Vertex::set(vertex++, bounds->right, bounds->top); 1393 Vertex::set(vertex++, bounds->left, bounds->bottom); 1394 Vertex::set(vertex++, bounds->right, bounds->bottom); 1395 1396 delete bounds; 1397 } 1398 // We must clear the list of dirty rects before we 1399 // call setupDraw() to prevent stencil setup to do 1400 // the same thing again 1401 mLayers.clear(); 1402 1403 setupDraw(false); 1404 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1405 setupDrawBlending(true, SkXfermode::kClear_Mode); 1406 setupDrawProgram(); 1407 setupDrawPureColorUniforms(); 1408 setupDrawModelView(kModelViewMode_Translate, false, 1409 0.0f, 0.0f, 0.0f, 0.0f, true); 1410 1411 issueIndexedQuadDraw(&mesh[0], count); 1412 1413 if (scissorChanged) mCaches.enableScissor(); 1414 } else { 1415 for (uint32_t i = 0; i < count; i++) { 1416 delete mLayers.itemAt(i); 1417 } 1418 mLayers.clear(); 1419 } 1420} 1421 1422/////////////////////////////////////////////////////////////////////////////// 1423// State Deferral 1424/////////////////////////////////////////////////////////////////////////////// 1425 1426bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1427 const Rect& currentClip = *(mSnapshot->clipRect); 1428 const mat4& currentMatrix = *(mSnapshot->transform); 1429 1430 if (stateDeferFlags & kStateDeferFlag_Draw) { 1431 // state has bounds initialized in local coordinates 1432 if (!state.mBounds.isEmpty()) { 1433 currentMatrix.mapRect(state.mBounds); 1434 Rect clippedBounds(state.mBounds); 1435 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1436 // is used, it should more closely duplicate the quickReject logic (in how it uses 1437 // snapToPixelBoundaries) 1438 1439 if(!clippedBounds.intersect(currentClip)) { 1440 // quick rejected 1441 return true; 1442 } 1443 1444 state.mClipSideFlags = kClipSide_None; 1445 if (!currentClip.contains(state.mBounds)) { 1446 int& flags = state.mClipSideFlags; 1447 // op partially clipped, so record which sides are clipped for clip-aware merging 1448 if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left; 1449 if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top; 1450 if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right; 1451 if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1452 } 1453 state.mBounds.set(clippedBounds); 1454 } else { 1455 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1456 // overdraw avoidance (since we don't know what it overlaps) 1457 state.mClipSideFlags = kClipSide_ConservativeFull; 1458 state.mBounds.set(currentClip); 1459 } 1460 } 1461 1462 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1463 if (state.mClipValid) { 1464 state.mClip.set(currentClip); 1465 } 1466 1467 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1468 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1469 state.mMatrix.load(currentMatrix); 1470 state.mDrawModifiers = mDrawModifiers; 1471 state.mAlpha = mSnapshot->alpha; 1472 return false; 1473} 1474 1475void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1476 currentTransform().load(state.mMatrix); 1477 mDrawModifiers = state.mDrawModifiers; 1478 mSnapshot->alpha = state.mAlpha; 1479 1480 if (state.mClipValid && !skipClipRestore) { 1481 mSnapshot->setClip(state.mClip.left, state.mClip.top, 1482 state.mClip.right, state.mClip.bottom); 1483 dirtyClip(); 1484 } 1485} 1486 1487/** 1488 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1489 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1490 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1491 * 1492 * This method should be called when restoreDisplayState() won't be restoring the clip 1493 */ 1494void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1495 if (clipRect != NULL) { 1496 mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1497 } else { 1498 mSnapshot->setClip(0, 0, mWidth, mHeight); 1499 } 1500 dirtyClip(); 1501 mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled); 1502} 1503 1504/////////////////////////////////////////////////////////////////////////////// 1505// Transforms 1506/////////////////////////////////////////////////////////////////////////////// 1507 1508void OpenGLRenderer::translate(float dx, float dy) { 1509 currentTransform().translate(dx, dy); 1510} 1511 1512void OpenGLRenderer::rotate(float degrees) { 1513 currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f); 1514} 1515 1516void OpenGLRenderer::scale(float sx, float sy) { 1517 currentTransform().scale(sx, sy, 1.0f); 1518} 1519 1520void OpenGLRenderer::skew(float sx, float sy) { 1521 currentTransform().skew(sx, sy); 1522} 1523 1524void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1525 if (matrix) { 1526 currentTransform().load(*matrix); 1527 } else { 1528 currentTransform().loadIdentity(); 1529 } 1530} 1531 1532bool OpenGLRenderer::hasRectToRectTransform() { 1533 return CC_LIKELY(currentTransform().rectToRect()); 1534} 1535 1536void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1537 currentTransform().copyTo(*matrix); 1538} 1539 1540void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1541 SkMatrix transform; 1542 currentTransform().copyTo(transform); 1543 transform.preConcat(*matrix); 1544 currentTransform().load(transform); 1545} 1546 1547/////////////////////////////////////////////////////////////////////////////// 1548// Clipping 1549/////////////////////////////////////////////////////////////////////////////// 1550 1551void OpenGLRenderer::setScissorFromClip() { 1552 Rect clip(*mSnapshot->clipRect); 1553 clip.snapToPixelBoundaries(); 1554 1555 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1556 clip.getWidth(), clip.getHeight())) { 1557 mDirtyClip = false; 1558 } 1559} 1560 1561void OpenGLRenderer::ensureStencilBuffer() { 1562 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1563 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1564 // just hope we have one when hasLayer() returns false. 1565 if (hasLayer()) { 1566 attachStencilBufferToLayer(mSnapshot->layer); 1567 } 1568} 1569 1570void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1571 // The layer's FBO is already bound when we reach this stage 1572 if (!layer->getStencilRenderBuffer()) { 1573 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1574 // is attached after we initiated tiling. We must turn it off, 1575 // attach the new render buffer then turn tiling back on 1576 endTiling(); 1577 1578 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1579 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1580 layer->setStencilRenderBuffer(buffer); 1581 1582 startTiling(layer->clipRect, layer->layer.getHeight()); 1583 } 1584} 1585 1586void OpenGLRenderer::setStencilFromClip() { 1587 if (!mCaches.debugOverdraw) { 1588 if (!mSnapshot->clipRegion->isEmpty()) { 1589 // NOTE: The order here is important, we must set dirtyClip to false 1590 // before any draw call to avoid calling back into this method 1591 mDirtyClip = false; 1592 1593 ensureStencilBuffer(); 1594 1595 mCaches.stencil.enableWrite(); 1596 1597 // Clear the stencil but first make sure we restrict drawing 1598 // to the region's bounds 1599 bool resetScissor = mCaches.enableScissor(); 1600 if (resetScissor) { 1601 // The scissor was not set so we now need to update it 1602 setScissorFromClip(); 1603 } 1604 mCaches.stencil.clear(); 1605 if (resetScissor) mCaches.disableScissor(); 1606 1607 // NOTE: We could use the region contour path to generate a smaller mesh 1608 // Since we are using the stencil we could use the red book path 1609 // drawing technique. It might increase bandwidth usage though. 1610 1611 // The last parameter is important: we are not drawing in the color buffer 1612 // so we don't want to dirty the current layer, if any 1613 drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false); 1614 1615 mCaches.stencil.enableTest(); 1616 1617 // Draw the region used to generate the stencil if the appropriate debug 1618 // mode is enabled 1619 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1620 drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode); 1621 } 1622 } else { 1623 mCaches.stencil.disable(); 1624 } 1625 } 1626} 1627 1628const Rect& OpenGLRenderer::getClipBounds() { 1629 return mSnapshot->getLocalClip(); 1630} 1631 1632bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1633 bool snapOut, bool* clipRequired) { 1634 if (mSnapshot->isIgnored() || bottom <= top || right <= left) { 1635 return true; 1636 } 1637 1638 Rect r(left, top, right, bottom); 1639 currentTransform().mapRect(r); 1640 r.snapGeometryToPixelBoundaries(snapOut); 1641 1642 Rect clipRect(*mSnapshot->clipRect); 1643 clipRect.snapToPixelBoundaries(); 1644 1645 if (!clipRect.intersects(r)) return true; 1646 1647 if (clipRequired) *clipRequired = !clipRect.contains(r); 1648 return false; 1649} 1650 1651bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, 1652 SkPaint* paint) { 1653 // AA geometry will likely have a ramp around it (not accounted for in local bounds). Snap out 1654 // the final mapped rect to ensure correct clipping behavior for the ramp. 1655 bool snapOut = paint->isAntiAlias(); 1656 1657 if (paint->getStyle() != SkPaint::kFill_Style) { 1658 float outset = paint->getStrokeWidth() * 0.5f; 1659 return quickReject(left - outset, top - outset, right + outset, bottom + outset, snapOut); 1660 } else { 1661 return quickReject(left, top, right, bottom, snapOut); 1662 } 1663} 1664 1665bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom, bool snapOut) { 1666 bool clipRequired = false; 1667 if (quickRejectNoScissor(left, top, right, bottom, snapOut, &clipRequired)) { 1668 return true; 1669 } 1670 1671 if (!isDeferred()) { 1672 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1673 } 1674 return false; 1675} 1676 1677void OpenGLRenderer::debugClip() { 1678#if DEBUG_CLIP_REGIONS 1679 if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) { 1680 drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode); 1681 } 1682#endif 1683} 1684 1685bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1686 if (CC_LIKELY(currentTransform().rectToRect())) { 1687 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1688 if (clipped) { 1689 dirtyClip(); 1690 } 1691 return !mSnapshot->clipRect->isEmpty(); 1692 } 1693 1694 SkPath path; 1695 path.addRect(left, top, right, bottom); 1696 1697 return OpenGLRenderer::clipPath(&path, op); 1698} 1699 1700bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) { 1701 SkMatrix transform; 1702 currentTransform().copyTo(transform); 1703 1704 SkPath transformed; 1705 path->transform(transform, &transformed); 1706 1707 SkRegion clip; 1708 if (!mSnapshot->previous->clipRegion->isEmpty()) { 1709 clip.setRegion(*mSnapshot->previous->clipRegion); 1710 } else { 1711 if (mSnapshot->previous == mFirstSnapshot) { 1712 clip.setRect(0, 0, mWidth, mHeight); 1713 } else { 1714 Rect* bounds = mSnapshot->previous->clipRect; 1715 clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom); 1716 } 1717 } 1718 1719 SkRegion region; 1720 region.setPath(transformed, clip); 1721 1722 bool clipped = mSnapshot->clipRegionTransformed(region, op); 1723 if (clipped) { 1724 dirtyClip(); 1725 } 1726 return !mSnapshot->clipRect->isEmpty(); 1727} 1728 1729bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) { 1730 bool clipped = mSnapshot->clipRegionTransformed(*region, op); 1731 if (clipped) { 1732 dirtyClip(); 1733 } 1734 return !mSnapshot->clipRect->isEmpty(); 1735} 1736 1737Rect* OpenGLRenderer::getClipRect() { 1738 return mSnapshot->clipRect; 1739} 1740 1741/////////////////////////////////////////////////////////////////////////////// 1742// Drawing commands 1743/////////////////////////////////////////////////////////////////////////////// 1744 1745void OpenGLRenderer::setupDraw(bool clear) { 1746 // TODO: It would be best if we could do this before quickReject() 1747 // changes the scissor test state 1748 if (clear) clearLayerRegions(); 1749 // Make sure setScissor & setStencil happen at the beginning of 1750 // this method 1751 if (mDirtyClip) { 1752 if (mCaches.scissorEnabled) { 1753 setScissorFromClip(); 1754 } 1755 setStencilFromClip(); 1756 } 1757 1758 mDescription.reset(); 1759 1760 mSetShaderColor = false; 1761 mColorSet = false; 1762 mColorA = mColorR = mColorG = mColorB = 0.0f; 1763 mTextureUnit = 0; 1764 mTrackDirtyRegions = true; 1765 1766 // Enable debug highlight when what we're about to draw is tested against 1767 // the stencil buffer and if stencil highlight debugging is on 1768 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1769 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1770 mCaches.stencil.isTestEnabled(); 1771 1772 mDescription.emulateStencil = mCountOverdraw; 1773} 1774 1775void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1776 mDescription.hasTexture = true; 1777 mDescription.hasAlpha8Texture = isAlpha8; 1778} 1779 1780void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1781 mDescription.hasTexture = true; 1782 mDescription.hasColors = true; 1783 mDescription.hasAlpha8Texture = isAlpha8; 1784} 1785 1786void OpenGLRenderer::setupDrawWithExternalTexture() { 1787 mDescription.hasExternalTexture = true; 1788} 1789 1790void OpenGLRenderer::setupDrawNoTexture() { 1791 mCaches.disableTexCoordsVertexArray(); 1792} 1793 1794void OpenGLRenderer::setupDrawAA() { 1795 mDescription.isAA = true; 1796} 1797 1798void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1799 mColorA = alpha / 255.0f; 1800 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1801 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1802 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1803 mColorSet = true; 1804 mSetShaderColor = mDescription.setColorModulate(mColorA); 1805} 1806 1807void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1808 mColorA = alpha / 255.0f; 1809 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1810 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1811 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1812 mColorSet = true; 1813 mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA); 1814} 1815 1816void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1817 mCaches.fontRenderer->describe(mDescription, paint); 1818} 1819 1820void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1821 mColorA = a; 1822 mColorR = r; 1823 mColorG = g; 1824 mColorB = b; 1825 mColorSet = true; 1826 mSetShaderColor = mDescription.setColorModulate(a); 1827} 1828 1829void OpenGLRenderer::setupDrawShader() { 1830 if (mDrawModifiers.mShader) { 1831 mDrawModifiers.mShader->describe(mDescription, mExtensions); 1832 } 1833} 1834 1835void OpenGLRenderer::setupDrawColorFilter() { 1836 if (mDrawModifiers.mColorFilter) { 1837 mDrawModifiers.mColorFilter->describe(mDescription, mExtensions); 1838 } 1839} 1840 1841void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1842 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1843 mColorA = 1.0f; 1844 mColorR = mColorG = mColorB = 0.0f; 1845 mSetShaderColor = mDescription.modulate = true; 1846 } 1847} 1848 1849void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1850 // When the blending mode is kClear_Mode, we need to use a modulate color 1851 // argb=1,0,0,0 1852 accountForClear(mode); 1853 bool blend = (mColorSet && mColorA < 1.0f) || 1854 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()); 1855 chooseBlending(blend, mode, mDescription, swapSrcDst); 1856} 1857 1858void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1859 // When the blending mode is kClear_Mode, we need to use a modulate color 1860 // argb=1,0,0,0 1861 accountForClear(mode); 1862 blend |= (mColorSet && mColorA < 1.0f) || 1863 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || 1864 (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend()); 1865 chooseBlending(blend, mode, mDescription, swapSrcDst); 1866} 1867 1868void OpenGLRenderer::setupDrawProgram() { 1869 useProgram(mCaches.programCache.get(mDescription)); 1870} 1871 1872void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1873 mTrackDirtyRegions = false; 1874} 1875 1876void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset, 1877 float left, float top, float right, float bottom, bool ignoreTransform) { 1878 mModelView.loadTranslate(left, top, 0.0f); 1879 if (mode == kModelViewMode_TranslateAndScale) { 1880 mModelView.scale(right - left, bottom - top, 1.0f); 1881 } 1882 1883 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1884 if (!ignoreTransform) { 1885 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform(), offset); 1886 if (dirty && mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform()); 1887 } else { 1888 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity(), offset); 1889 if (dirty && mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1890 } 1891} 1892 1893void OpenGLRenderer::setupDrawColorUniforms() { 1894 if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) { 1895 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1896 } 1897} 1898 1899void OpenGLRenderer::setupDrawPureColorUniforms() { 1900 if (mSetShaderColor) { 1901 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1902 } 1903} 1904 1905void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1906 if (mDrawModifiers.mShader) { 1907 if (ignoreTransform) { 1908 // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform() 1909 // because it was built into modelView / the geometry, and the SkiaShader needs to 1910 // compensate. 1911 mat4 modelViewWithoutTransform; 1912 modelViewWithoutTransform.loadInverse(currentTransform()); 1913 modelViewWithoutTransform.multiply(mModelView); 1914 mModelView.load(modelViewWithoutTransform); 1915 } 1916 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1917 mModelView, *mSnapshot, &mTextureUnit); 1918 } 1919} 1920 1921void OpenGLRenderer::setupDrawColorFilterUniforms() { 1922 if (mDrawModifiers.mColorFilter) { 1923 mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram); 1924 } 1925} 1926 1927void OpenGLRenderer::setupDrawTextGammaUniforms() { 1928 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1929} 1930 1931void OpenGLRenderer::setupDrawSimpleMesh() { 1932 bool force = mCaches.bindMeshBuffer(); 1933 mCaches.bindPositionVertexPointer(force, 0); 1934 mCaches.unbindIndicesBuffer(); 1935} 1936 1937void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1938 if (texture) bindTexture(texture); 1939 mTextureUnit++; 1940 mCaches.enableTexCoordsVertexArray(); 1941} 1942 1943void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1944 bindExternalTexture(texture); 1945 mTextureUnit++; 1946 mCaches.enableTexCoordsVertexArray(); 1947} 1948 1949void OpenGLRenderer::setupDrawTextureTransform() { 1950 mDescription.hasTextureTransform = true; 1951} 1952 1953void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1954 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1955 GL_FALSE, &transform.data[0]); 1956} 1957 1958void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1959 bool force = false; 1960 if (!vertices || vbo) { 1961 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1962 } else { 1963 force = mCaches.unbindMeshBuffer(); 1964 } 1965 1966 mCaches.bindPositionVertexPointer(force, vertices); 1967 if (mCaches.currentProgram->texCoords >= 0) { 1968 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1969 } 1970 1971 mCaches.unbindIndicesBuffer(); 1972} 1973 1974void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) { 1975 bool force = mCaches.unbindMeshBuffer(); 1976 GLsizei stride = sizeof(ColorTextureVertex); 1977 1978 mCaches.bindPositionVertexPointer(force, vertices, stride); 1979 if (mCaches.currentProgram->texCoords >= 0) { 1980 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1981 } 1982 int slot = mCaches.currentProgram->getAttrib("colors"); 1983 if (slot >= 0) { 1984 glEnableVertexAttribArray(slot); 1985 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1986 } 1987 1988 mCaches.unbindIndicesBuffer(); 1989} 1990 1991void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1992 bool force = false; 1993 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1994 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1995 // use the default VBO found in Caches 1996 if (!vertices || vbo) { 1997 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1998 } else { 1999 force = mCaches.unbindMeshBuffer(); 2000 } 2001 mCaches.bindIndicesBuffer(); 2002 2003 mCaches.bindPositionVertexPointer(force, vertices); 2004 if (mCaches.currentProgram->texCoords >= 0) { 2005 mCaches.bindTexCoordsVertexPointer(force, texCoords); 2006 } 2007} 2008 2009void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 2010 bool force = mCaches.unbindMeshBuffer(); 2011 mCaches.bindIndicesBuffer(); 2012 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 2013} 2014 2015/////////////////////////////////////////////////////////////////////////////// 2016// Drawing 2017/////////////////////////////////////////////////////////////////////////////// 2018 2019status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty, 2020 int32_t replayFlags) { 2021 status_t status; 2022 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 2023 // will be performed by the display list itself 2024 if (displayList && displayList->isRenderable()) { 2025 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 2026 status = startFrame(); 2027 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 2028 displayList->replay(replayStruct, 0); 2029 return status | replayStruct.mDrawGlStatus; 2030 } 2031 2032 bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs! 2033 DeferredDisplayList deferredList(*(mSnapshot->clipRect), avoidOverdraw); 2034 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 2035 displayList->defer(deferStruct, 0); 2036 2037 flushLayers(); 2038 status = startFrame(); 2039 2040 return status | deferredList.flush(*this, dirty); 2041 } 2042 2043 return DrawGlInfo::kStatusDone; 2044} 2045 2046void OpenGLRenderer::outputDisplayList(DisplayList* displayList) { 2047 if (displayList) { 2048 displayList->output(1); 2049 } 2050} 2051 2052void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 2053 int alpha; 2054 SkXfermode::Mode mode; 2055 getAlphaAndMode(paint, &alpha, &mode); 2056 2057 int color = paint != NULL ? paint->getColor() : 0; 2058 2059 float x = left; 2060 float y = top; 2061 2062 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2063 2064 bool ignoreTransform = false; 2065 if (currentTransform().isPureTranslate()) { 2066 x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2067 y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2068 ignoreTransform = true; 2069 2070 texture->setFilter(GL_NEAREST, true); 2071 } else { 2072 texture->setFilter(FILTER(paint), true); 2073 } 2074 2075 // No need to check for a UV mapper on the texture object, only ARGB_8888 2076 // bitmaps get packed in the atlas 2077 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2078 paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2079 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2080} 2081 2082/** 2083 * Important note: this method is intended to draw batches of bitmaps and 2084 * will not set the scissor enable or dirty the current layer, if any. 2085 * The caller is responsible for properly dirtying the current layer. 2086 */ 2087status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount, 2088 TextureVertex* vertices, bool pureTranslate, const Rect& bounds, SkPaint* paint) { 2089 mCaches.activeTexture(0); 2090 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2091 if (!texture) return DrawGlInfo::kStatusDone; 2092 2093 const AutoTexture autoCleanup(texture); 2094 2095 int alpha; 2096 SkXfermode::Mode mode; 2097 getAlphaAndMode(paint, &alpha, &mode); 2098 2099 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2100 texture->setFilter(pureTranslate ? GL_NEAREST : FILTER(paint), true); 2101 2102 const float x = (int) floorf(bounds.left + 0.5f); 2103 const float y = (int) floorf(bounds.top + 0.5f); 2104 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2105 int color = paint != NULL ? paint->getColor() : 0; 2106 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2107 texture->id, paint != NULL, color, alpha, mode, 2108 &vertices[0].x, &vertices[0].u, 2109 GL_TRIANGLES, bitmapCount * 6, true, 2110 kModelViewMode_Translate, false); 2111 } else { 2112 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2113 texture->id, alpha / 255.0f, mode, texture->blend, 2114 &vertices[0].x, &vertices[0].u, 2115 GL_TRIANGLES, bitmapCount * 6, false, true, 0, 2116 kModelViewMode_Translate, false); 2117 } 2118 2119 return DrawGlInfo::kStatusDrew; 2120} 2121 2122status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2123 const float right = left + bitmap->width(); 2124 const float bottom = top + bitmap->height(); 2125 2126 if (quickReject(left, top, right, bottom)) { 2127 return DrawGlInfo::kStatusDone; 2128 } 2129 2130 mCaches.activeTexture(0); 2131 Texture* texture = getTexture(bitmap); 2132 if (!texture) return DrawGlInfo::kStatusDone; 2133 const AutoTexture autoCleanup(texture); 2134 2135 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2136 drawAlphaBitmap(texture, left, top, paint); 2137 } else { 2138 drawTextureRect(left, top, right, bottom, texture, paint); 2139 } 2140 2141 return DrawGlInfo::kStatusDrew; 2142} 2143 2144status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 2145 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 2146 const mat4 transform(*matrix); 2147 transform.mapRect(r); 2148 2149 if (quickReject(r.left, r.top, r.right, r.bottom)) { 2150 return DrawGlInfo::kStatusDone; 2151 } 2152 2153 mCaches.activeTexture(0); 2154 Texture* texture = getTexture(bitmap); 2155 if (!texture) return DrawGlInfo::kStatusDone; 2156 const AutoTexture autoCleanup(texture); 2157 2158 // This could be done in a cheaper way, all we need is pass the matrix 2159 // to the vertex shader. The save/restore is a bit overkill. 2160 save(SkCanvas::kMatrix_SaveFlag); 2161 concatMatrix(matrix); 2162 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2163 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 2164 } else { 2165 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 2166 } 2167 restore(); 2168 2169 return DrawGlInfo::kStatusDrew; 2170} 2171 2172status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2173 const float right = left + bitmap->width(); 2174 const float bottom = top + bitmap->height(); 2175 2176 if (quickReject(left, top, right, bottom)) { 2177 return DrawGlInfo::kStatusDone; 2178 } 2179 2180 mCaches.activeTexture(0); 2181 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2182 const AutoTexture autoCleanup(texture); 2183 2184 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2185 drawAlphaBitmap(texture, left, top, paint); 2186 } else { 2187 drawTextureRect(left, top, right, bottom, texture, paint); 2188 } 2189 2190 return DrawGlInfo::kStatusDrew; 2191} 2192 2193status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 2194 float* vertices, int* colors, SkPaint* paint) { 2195 if (!vertices || mSnapshot->isIgnored()) { 2196 return DrawGlInfo::kStatusDone; 2197 } 2198 2199 // TODO: use quickReject on bounds from vertices 2200 mCaches.enableScissor(); 2201 2202 float left = FLT_MAX; 2203 float top = FLT_MAX; 2204 float right = FLT_MIN; 2205 float bottom = FLT_MIN; 2206 2207 const uint32_t count = meshWidth * meshHeight * 6; 2208 2209 ColorTextureVertex mesh[count]; 2210 ColorTextureVertex* vertex = mesh; 2211 2212 bool cleanupColors = false; 2213 if (!colors) { 2214 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2215 colors = new int[colorsCount]; 2216 memset(colors, 0xff, colorsCount * sizeof(int)); 2217 cleanupColors = true; 2218 } 2219 2220 mCaches.activeTexture(0); 2221 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2222 const UvMapper& mapper(getMapper(texture)); 2223 2224 for (int32_t y = 0; y < meshHeight; y++) { 2225 for (int32_t x = 0; x < meshWidth; x++) { 2226 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2227 2228 float u1 = float(x) / meshWidth; 2229 float u2 = float(x + 1) / meshWidth; 2230 float v1 = float(y) / meshHeight; 2231 float v2 = float(y + 1) / meshHeight; 2232 2233 mapper.map(u1, v1, u2, v2); 2234 2235 int ax = i + (meshWidth + 1) * 2; 2236 int ay = ax + 1; 2237 int bx = i; 2238 int by = bx + 1; 2239 int cx = i + 2; 2240 int cy = cx + 1; 2241 int dx = i + (meshWidth + 1) * 2 + 2; 2242 int dy = dx + 1; 2243 2244 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2245 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2246 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2247 2248 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2249 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2250 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2251 2252 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2253 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2254 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2255 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2256 } 2257 } 2258 2259 if (quickReject(left, top, right, bottom)) { 2260 if (cleanupColors) delete[] colors; 2261 return DrawGlInfo::kStatusDone; 2262 } 2263 2264 if (!texture) { 2265 texture = mCaches.textureCache.get(bitmap); 2266 if (!texture) { 2267 if (cleanupColors) delete[] colors; 2268 return DrawGlInfo::kStatusDone; 2269 } 2270 } 2271 const AutoTexture autoCleanup(texture); 2272 2273 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2274 texture->setFilter(FILTER(paint), true); 2275 2276 int alpha; 2277 SkXfermode::Mode mode; 2278 getAlphaAndMode(paint, &alpha, &mode); 2279 2280 float a = alpha / 255.0f; 2281 2282 if (hasLayer()) { 2283 dirtyLayer(left, top, right, bottom, currentTransform()); 2284 } 2285 2286 setupDraw(); 2287 setupDrawWithTextureAndColor(); 2288 setupDrawColor(a, a, a, a); 2289 setupDrawColorFilter(); 2290 setupDrawBlending(true, mode, false); 2291 setupDrawProgram(); 2292 setupDrawDirtyRegionsDisabled(); 2293 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f); 2294 setupDrawTexture(texture->id); 2295 setupDrawPureColorUniforms(); 2296 setupDrawColorFilterUniforms(); 2297 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r); 2298 2299 glDrawArrays(GL_TRIANGLES, 0, count); 2300 2301 int slot = mCaches.currentProgram->getAttrib("colors"); 2302 if (slot >= 0) { 2303 glDisableVertexAttribArray(slot); 2304 } 2305 2306 if (cleanupColors) delete[] colors; 2307 2308 return DrawGlInfo::kStatusDrew; 2309} 2310 2311status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 2312 float srcLeft, float srcTop, float srcRight, float srcBottom, 2313 float dstLeft, float dstTop, float dstRight, float dstBottom, 2314 SkPaint* paint) { 2315 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 2316 return DrawGlInfo::kStatusDone; 2317 } 2318 2319 mCaches.activeTexture(0); 2320 Texture* texture = getTexture(bitmap); 2321 if (!texture) return DrawGlInfo::kStatusDone; 2322 const AutoTexture autoCleanup(texture); 2323 2324 const float width = texture->width; 2325 const float height = texture->height; 2326 2327 float u1 = fmax(0.0f, srcLeft / width); 2328 float v1 = fmax(0.0f, srcTop / height); 2329 float u2 = fmin(1.0f, srcRight / width); 2330 float v2 = fmin(1.0f, srcBottom / height); 2331 2332 getMapper(texture).map(u1, v1, u2, v2); 2333 2334 mCaches.unbindMeshBuffer(); 2335 resetDrawTextureTexCoords(u1, v1, u2, v2); 2336 2337 int alpha; 2338 SkXfermode::Mode mode; 2339 getAlphaAndMode(paint, &alpha, &mode); 2340 2341 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2342 2343 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2344 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2345 2346 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2347 // Apply a scale transform on the canvas only when a shader is in use 2348 // Skia handles the ratio between the dst and src rects as a scale factor 2349 // when a shader is set 2350 bool useScaleTransform = mDrawModifiers.mShader && scaled; 2351 bool ignoreTransform = false; 2352 2353 if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) { 2354 float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f); 2355 float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f); 2356 2357 dstRight = x + (dstRight - dstLeft); 2358 dstBottom = y + (dstBottom - dstTop); 2359 2360 dstLeft = x; 2361 dstTop = y; 2362 2363 texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true); 2364 ignoreTransform = true; 2365 } else { 2366 texture->setFilter(FILTER(paint), true); 2367 } 2368 2369 if (CC_UNLIKELY(useScaleTransform)) { 2370 save(SkCanvas::kMatrix_SaveFlag); 2371 translate(dstLeft, dstTop); 2372 scale(scaleX, scaleY); 2373 2374 dstLeft = 0.0f; 2375 dstTop = 0.0f; 2376 2377 dstRight = srcRight - srcLeft; 2378 dstBottom = srcBottom - srcTop; 2379 } 2380 2381 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2382 int color = paint ? paint->getColor() : 0; 2383 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2384 texture->id, paint != NULL, color, alpha, mode, 2385 &mMeshVertices[0].x, &mMeshVertices[0].u, 2386 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2387 } else { 2388 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2389 texture->id, alpha / 255.0f, mode, texture->blend, 2390 &mMeshVertices[0].x, &mMeshVertices[0].u, 2391 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2392 } 2393 2394 if (CC_UNLIKELY(useScaleTransform)) { 2395 restore(); 2396 } 2397 2398 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2399 2400 return DrawGlInfo::kStatusDrew; 2401} 2402 2403status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, 2404 float left, float top, float right, float bottom, SkPaint* paint) { 2405 if (quickReject(left, top, right, bottom)) { 2406 return DrawGlInfo::kStatusDone; 2407 } 2408 2409 AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap); 2410 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2411 right - left, bottom - top, patch); 2412 2413 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2414} 2415 2416status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry, 2417 float left, float top, float right, float bottom, SkPaint* paint) { 2418 if (quickReject(left, top, right, bottom)) { 2419 return DrawGlInfo::kStatusDone; 2420 } 2421 2422 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2423 mCaches.activeTexture(0); 2424 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2425 if (!texture) return DrawGlInfo::kStatusDone; 2426 const AutoTexture autoCleanup(texture); 2427 2428 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2429 texture->setFilter(GL_LINEAR, true); 2430 2431 int alpha; 2432 SkXfermode::Mode mode; 2433 getAlphaAndMode(paint, &alpha, &mode); 2434 2435 const bool pureTranslate = currentTransform().isPureTranslate(); 2436 // Mark the current layer dirty where we are going to draw the patch 2437 if (hasLayer() && mesh->hasEmptyQuads) { 2438 const float offsetX = left + currentTransform().getTranslateX(); 2439 const float offsetY = top + currentTransform().getTranslateY(); 2440 const size_t count = mesh->quads.size(); 2441 for (size_t i = 0; i < count; i++) { 2442 const Rect& bounds = mesh->quads.itemAt(i); 2443 if (CC_LIKELY(pureTranslate)) { 2444 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2445 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2446 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2447 } else { 2448 dirtyLayer(left + bounds.left, top + bounds.top, 2449 left + bounds.right, top + bounds.bottom, currentTransform()); 2450 } 2451 } 2452 } 2453 2454 bool ignoreTransform = false; 2455 if (CC_LIKELY(pureTranslate)) { 2456 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2457 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2458 2459 right = x + right - left; 2460 bottom = y + bottom - top; 2461 left = x; 2462 top = y; 2463 ignoreTransform = true; 2464 } 2465 drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 2466 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2467 GL_TRIANGLES, mesh->indexCount, false, ignoreTransform, 2468 mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads); 2469 } 2470 2471 return DrawGlInfo::kStatusDrew; 2472} 2473 2474/** 2475 * Important note: this method is intended to draw batches of 9-patch objects and 2476 * will not set the scissor enable or dirty the current layer, if any. 2477 * The caller is responsible for properly dirtying the current layer. 2478 */ 2479status_t OpenGLRenderer::drawPatches(SkBitmap* bitmap, AssetAtlas::Entry* entry, 2480 TextureVertex* vertices, uint32_t indexCount, SkPaint* paint) { 2481 mCaches.activeTexture(0); 2482 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2483 if (!texture) return DrawGlInfo::kStatusDone; 2484 const AutoTexture autoCleanup(texture); 2485 2486 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2487 texture->setFilter(GL_LINEAR, true); 2488 2489 int alpha; 2490 SkXfermode::Mode mode; 2491 getAlphaAndMode(paint, &alpha, &mode); 2492 2493 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 2494 mode, texture->blend, &vertices[0].x, &vertices[0].u, 2495 GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false); 2496 2497 return DrawGlInfo::kStatusDrew; 2498} 2499 2500status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint, 2501 bool useOffset) { 2502 // not missing call to quickReject/dirtyLayer, always done at a higher level 2503 2504 if (!vertexBuffer.getVertexCount()) { 2505 // no vertices to draw 2506 return DrawGlInfo::kStatusDone; 2507 } 2508 2509 int color = paint->getColor(); 2510 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 2511 bool isAA = paint->isAntiAlias(); 2512 2513 setupDraw(); 2514 setupDrawNoTexture(); 2515 if (isAA) setupDrawAA(); 2516 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2517 setupDrawColorFilter(); 2518 setupDrawShader(); 2519 setupDrawBlending(isAA, mode); 2520 setupDrawProgram(); 2521 setupDrawModelView(kModelViewMode_Translate, useOffset, 0, 0, 0, 0); 2522 setupDrawColorUniforms(); 2523 setupDrawColorFilterUniforms(); 2524 setupDrawShaderUniforms(); 2525 2526 void* vertices = vertexBuffer.getBuffer(); 2527 bool force = mCaches.unbindMeshBuffer(); 2528 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2529 mCaches.resetTexCoordsVertexPointer(); 2530 mCaches.unbindIndicesBuffer(); 2531 2532 int alphaSlot = -1; 2533 if (isAA) { 2534 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2535 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2536 2537 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2538 glEnableVertexAttribArray(alphaSlot); 2539 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2540 } 2541 2542 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2543 2544 if (isAA) { 2545 glDisableVertexAttribArray(alphaSlot); 2546 } 2547 2548 return DrawGlInfo::kStatusDrew; 2549} 2550 2551/** 2552 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2553 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2554 * screen space in all directions. However, instead of using a fragment shader to compute the 2555 * translucency of the color from its position, we simply use a varying parameter to define how far 2556 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2557 * 2558 * Doesn't yet support joins, caps, or path effects. 2559 */ 2560status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { 2561 VertexBuffer vertexBuffer; 2562 // TODO: try clipping large paths to viewport 2563 PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer); 2564 2565 if (hasLayer()) { 2566 SkRect bounds = path.getBounds(); 2567 PathTessellator::expandBoundsForStroke(bounds, paint, false); 2568 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2569 } 2570 2571 return drawVertexBuffer(vertexBuffer, paint); 2572} 2573 2574/** 2575 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2576 * and additional geometry for defining an alpha slope perimeter. 2577 * 2578 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2579 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2580 * in-shader alpha region, but found it to be taxing on some GPUs. 2581 * 2582 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2583 * memory transfer by removing need for degenerate vertices. 2584 */ 2585status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 2586 if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2587 2588 count &= ~0x3; // round down to nearest four 2589 2590 VertexBuffer buffer; 2591 SkRect bounds; 2592 PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer); 2593 2594 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2595 return DrawGlInfo::kStatusDone; 2596 } 2597 2598 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2599 2600 bool useOffset = !paint->isAntiAlias(); 2601 return drawVertexBuffer(buffer, paint, useOffset); 2602} 2603 2604status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2605 if (mSnapshot->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; 2606 2607 count &= ~0x1; // round down to nearest two 2608 2609 VertexBuffer buffer; 2610 SkRect bounds; 2611 PathTessellator::tessellatePoints(points, count, paint, mSnapshot->transform, bounds, buffer); 2612 2613 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2614 return DrawGlInfo::kStatusDone; 2615 } 2616 2617 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2618 2619 bool useOffset = !paint->isAntiAlias(); 2620 return drawVertexBuffer(buffer, paint, useOffset); 2621} 2622 2623status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2624 // No need to check against the clip, we fill the clip region 2625 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2626 2627 Rect& clip(*mSnapshot->clipRect); 2628 clip.snapToPixelBoundaries(); 2629 2630 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2631 2632 return DrawGlInfo::kStatusDrew; 2633} 2634 2635status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2636 SkPaint* paint) { 2637 if (!texture) return DrawGlInfo::kStatusDone; 2638 const AutoTexture autoCleanup(texture); 2639 2640 const float x = left + texture->left - texture->offset; 2641 const float y = top + texture->top - texture->offset; 2642 2643 drawPathTexture(texture, x, y, paint); 2644 2645 return DrawGlInfo::kStatusDrew; 2646} 2647 2648status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2649 float rx, float ry, SkPaint* p) { 2650 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2651 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2652 return DrawGlInfo::kStatusDone; 2653 } 2654 2655 if (p->getPathEffect() != 0) { 2656 mCaches.activeTexture(0); 2657 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2658 right - left, bottom - top, rx, ry, p); 2659 return drawShape(left, top, texture, p); 2660 } 2661 2662 SkPath path; 2663 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2664 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2665 float outset = p->getStrokeWidth() / 2; 2666 rect.outset(outset, outset); 2667 rx += outset; 2668 ry += outset; 2669 } 2670 path.addRoundRect(rect, rx, ry); 2671 return drawConvexPath(path, p); 2672} 2673 2674status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2675 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, 2676 x + radius, y + radius, p) || 2677 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2678 return DrawGlInfo::kStatusDone; 2679 } 2680 if (p->getPathEffect() != 0) { 2681 mCaches.activeTexture(0); 2682 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2683 return drawShape(x - radius, y - radius, texture, p); 2684 } 2685 2686 SkPath path; 2687 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2688 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2689 } else { 2690 path.addCircle(x, y, radius); 2691 } 2692 return drawConvexPath(path, p); 2693} 2694 2695status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2696 SkPaint* p) { 2697 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2698 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2699 return DrawGlInfo::kStatusDone; 2700 } 2701 2702 if (p->getPathEffect() != 0) { 2703 mCaches.activeTexture(0); 2704 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2705 return drawShape(left, top, texture, p); 2706 } 2707 2708 SkPath path; 2709 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2710 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2711 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2712 } 2713 path.addOval(rect); 2714 return drawConvexPath(path, p); 2715} 2716 2717status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2718 float startAngle, float sweepAngle, bool useCenter, SkPaint* p) { 2719 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2720 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2721 return DrawGlInfo::kStatusDone; 2722 } 2723 2724 if (fabs(sweepAngle) >= 360.0f) { 2725 return drawOval(left, top, right, bottom, p); 2726 } 2727 2728 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2729 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2730 mCaches.activeTexture(0); 2731 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2732 startAngle, sweepAngle, useCenter, p); 2733 return drawShape(left, top, texture, p); 2734 } 2735 2736 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2737 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2738 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2739 } 2740 2741 SkPath path; 2742 if (useCenter) { 2743 path.moveTo(rect.centerX(), rect.centerY()); 2744 } 2745 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2746 if (useCenter) { 2747 path.close(); 2748 } 2749 return drawConvexPath(path, p); 2750} 2751 2752// See SkPaintDefaults.h 2753#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2754 2755status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2756 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2757 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2758 return DrawGlInfo::kStatusDone; 2759 } 2760 2761 if (p->getStyle() != SkPaint::kFill_Style) { 2762 // only fill style is supported by drawConvexPath, since others have to handle joins 2763 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2764 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2765 mCaches.activeTexture(0); 2766 const PathTexture* texture = 2767 mCaches.pathCache.getRect(right - left, bottom - top, p); 2768 return drawShape(left, top, texture, p); 2769 } 2770 2771 SkPath path; 2772 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2773 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2774 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2775 } 2776 path.addRect(rect); 2777 return drawConvexPath(path, p); 2778 } 2779 2780 if (p->isAntiAlias() && !currentTransform().isSimple()) { 2781 SkPath path; 2782 path.addRect(left, top, right, bottom); 2783 return drawConvexPath(path, p); 2784 } else { 2785 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2786 return DrawGlInfo::kStatusDrew; 2787 } 2788} 2789 2790void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2791 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2792 float x, float y) { 2793 mCaches.activeTexture(0); 2794 2795 // NOTE: The drop shadow will not perform gamma correction 2796 // if shader-based correction is enabled 2797 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2798 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2799 paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions); 2800 // If the drop shadow exceeds the max texture size or couldn't be 2801 // allocated, skip drawing 2802 if (!shadow) return; 2803 const AutoTexture autoCleanup(shadow); 2804 2805 const float sx = x - shadow->left + mDrawModifiers.mShadowDx; 2806 const float sy = y - shadow->top + mDrawModifiers.mShadowDy; 2807 2808 const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2809 int shadowColor = mDrawModifiers.mShadowColor; 2810 if (mDrawModifiers.mShader) { 2811 shadowColor = 0xffffffff; 2812 } 2813 2814 setupDraw(); 2815 setupDrawWithTexture(true); 2816 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2817 setupDrawColorFilter(); 2818 setupDrawShader(); 2819 setupDrawBlending(true, mode); 2820 setupDrawProgram(); 2821 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 2822 sx, sy, sx + shadow->width, sy + shadow->height); 2823 setupDrawTexture(shadow->id); 2824 setupDrawPureColorUniforms(); 2825 setupDrawColorFilterUniforms(); 2826 setupDrawShaderUniforms(); 2827 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2828 2829 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2830} 2831 2832bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2833 float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2834 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2835} 2836 2837status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2838 const float* positions, SkPaint* paint) { 2839 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2840 return DrawGlInfo::kStatusDone; 2841 } 2842 2843 // NOTE: Skia does not support perspective transform on drawPosText yet 2844 if (!currentTransform().isSimple()) { 2845 return DrawGlInfo::kStatusDone; 2846 } 2847 2848 mCaches.enableScissor(); 2849 2850 float x = 0.0f; 2851 float y = 0.0f; 2852 const bool pureTranslate = currentTransform().isPureTranslate(); 2853 if (pureTranslate) { 2854 x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 2855 y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 2856 } 2857 2858 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2859 fontRenderer.setFont(paint, mat4::identity()); 2860 2861 int alpha; 2862 SkXfermode::Mode mode; 2863 getAlphaAndMode(paint, &alpha, &mode); 2864 2865 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2866 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2867 alpha, mode, 0.0f, 0.0f); 2868 } 2869 2870 // Pick the appropriate texture filtering 2871 bool linearFilter = currentTransform().changesBounds(); 2872 if (pureTranslate && !linearFilter) { 2873 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2874 } 2875 fontRenderer.setTextureFiltering(linearFilter); 2876 2877 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2878 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2879 2880 const bool hasActiveLayer = hasLayer(); 2881 2882 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2883 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2884 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2885 if (hasActiveLayer) { 2886 if (!pureTranslate) { 2887 currentTransform().mapRect(bounds); 2888 } 2889 dirtyLayerUnchecked(bounds, getRegion()); 2890 } 2891 } 2892 2893 return DrawGlInfo::kStatusDrew; 2894} 2895 2896mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const { 2897 mat4 fontTransform; 2898 if (CC_LIKELY(transform.isPureTranslate())) { 2899 fontTransform = mat4::identity(); 2900 } else { 2901 if (CC_UNLIKELY(transform.isPerspective())) { 2902 fontTransform = mat4::identity(); 2903 } else { 2904 float sx, sy; 2905 currentTransform().decomposeScale(sx, sy); 2906 fontTransform.loadScale(sx, sy, 1.0f); 2907 } 2908 } 2909 return fontTransform; 2910} 2911 2912status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2913 const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds, 2914 DrawOpMode drawOpMode) { 2915 2916 if (drawOpMode == kDrawOpMode_Immediate) { 2917 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2918 // drawing as ops from DeferredDisplayList are already filtered for these 2919 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint) || 2920 quickReject(bounds)) { 2921 return DrawGlInfo::kStatusDone; 2922 } 2923 } 2924 2925 const float oldX = x; 2926 const float oldY = y; 2927 2928 const mat4& transform = currentTransform(); 2929 const bool pureTranslate = transform.isPureTranslate(); 2930 2931 if (CC_LIKELY(pureTranslate)) { 2932 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2933 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2934 } 2935 2936 int alpha; 2937 SkXfermode::Mode mode; 2938 getAlphaAndMode(paint, &alpha, &mode); 2939 2940 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2941 2942 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2943 fontRenderer.setFont(paint, mat4::identity()); 2944 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2945 alpha, mode, oldX, oldY); 2946 } 2947 2948 const bool hasActiveLayer = hasLayer(); 2949 2950 // We only pass a partial transform to the font renderer. That partial 2951 // matrix defines how glyphs are rasterized. Typically we want glyphs 2952 // to be rasterized at their final size on screen, which means the partial 2953 // matrix needs to take the scale factor into account. 2954 // When a partial matrix is used to transform glyphs during rasterization, 2955 // the mesh is generated with the inverse transform (in the case of scale, 2956 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2957 // apply the full transform matrix at draw time in the vertex shader. 2958 // Applying the full matrix in the shader is the easiest way to handle 2959 // rotation and perspective and allows us to always generated quads in the 2960 // font renderer which greatly simplifies the code, clipping in particular. 2961 mat4 fontTransform = findBestFontTransform(transform); 2962 fontRenderer.setFont(paint, fontTransform); 2963 2964 // Pick the appropriate texture filtering 2965 bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2966 fontRenderer.setTextureFiltering(linearFilter); 2967 2968 // TODO: Implement better clipping for scaled/rotated text 2969 const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect; 2970 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2971 2972 bool status; 2973 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2974 2975 // don't call issuedrawcommand, do it at end of batch 2976 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2977 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2978 SkPaint paintCopy(*paint); 2979 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2980 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2981 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2982 } else { 2983 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2984 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2985 } 2986 2987 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2988 if (!pureTranslate) { 2989 transform.mapRect(layerBounds); 2990 } 2991 dirtyLayerUnchecked(layerBounds, getRegion()); 2992 } 2993 2994 drawTextDecorations(totalAdvance, oldX, oldY, paint); 2995 2996 return DrawGlInfo::kStatusDrew; 2997} 2998 2999status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 3000 float hOffset, float vOffset, SkPaint* paint) { 3001 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 3002 return DrawGlInfo::kStatusDone; 3003 } 3004 3005 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 3006 mCaches.enableScissor(); 3007 3008 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 3009 fontRenderer.setFont(paint, mat4::identity()); 3010 fontRenderer.setTextureFiltering(true); 3011 3012 int alpha; 3013 SkXfermode::Mode mode; 3014 getAlphaAndMode(paint, &alpha, &mode); 3015 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 3016 3017 const Rect* clip = &mSnapshot->getLocalClip(); 3018 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 3019 3020 const bool hasActiveLayer = hasLayer(); 3021 3022 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 3023 hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) { 3024 if (hasActiveLayer) { 3025 currentTransform().mapRect(bounds); 3026 dirtyLayerUnchecked(bounds, getRegion()); 3027 } 3028 } 3029 3030 return DrawGlInfo::kStatusDrew; 3031} 3032 3033status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 3034 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 3035 3036 mCaches.activeTexture(0); 3037 3038 const PathTexture* texture = mCaches.pathCache.get(path, paint); 3039 if (!texture) return DrawGlInfo::kStatusDone; 3040 const AutoTexture autoCleanup(texture); 3041 3042 const float x = texture->left - texture->offset; 3043 const float y = texture->top - texture->offset; 3044 3045 drawPathTexture(texture, x, y, paint); 3046 3047 return DrawGlInfo::kStatusDrew; 3048} 3049 3050status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 3051 if (!layer) { 3052 return DrawGlInfo::kStatusDone; 3053 } 3054 3055 mat4* transform = NULL; 3056 if (layer->isTextureLayer()) { 3057 transform = &layer->getTransform(); 3058 if (!transform->isIdentity()) { 3059 save(0); 3060 currentTransform().multiply(*transform); 3061 } 3062 } 3063 3064 bool clipRequired = false; 3065 const bool rejected = quickRejectNoScissor(x, y, 3066 x + layer->layer.getWidth(), y + layer->layer.getHeight(), false, &clipRequired); 3067 3068 if (rejected) { 3069 if (transform && !transform->isIdentity()) { 3070 restore(); 3071 } 3072 return DrawGlInfo::kStatusDone; 3073 } 3074 3075 updateLayer(layer, true); 3076 3077 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 3078 mCaches.activeTexture(0); 3079 3080 if (CC_LIKELY(!layer->region.isEmpty())) { 3081 SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter; 3082 mDrawModifiers.mColorFilter = layer->getColorFilter(); 3083 3084 if (layer->region.isRect()) { 3085 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3086 composeLayerRect(layer, layer->regionRect)); 3087 } else if (layer->mesh) { 3088 const float a = getLayerAlpha(layer); 3089 setupDraw(); 3090 setupDrawWithTexture(); 3091 setupDrawColor(a, a, a, a); 3092 setupDrawColorFilter(); 3093 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 3094 setupDrawProgram(); 3095 setupDrawPureColorUniforms(); 3096 setupDrawColorFilterUniforms(); 3097 setupDrawTexture(layer->getTexture()); 3098 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3099 int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 3100 int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 3101 3102 layer->setFilter(GL_NEAREST); 3103 setupDrawModelView(kModelViewMode_Translate, false, tx, ty, 3104 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 3105 } else { 3106 layer->setFilter(GL_LINEAR); 3107 setupDrawModelView(kModelViewMode_Translate, false, x, y, 3108 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 3109 } 3110 3111 TextureVertex* mesh = &layer->mesh[0]; 3112 GLsizei elementsCount = layer->meshElementCount; 3113 3114 while (elementsCount > 0) { 3115 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 3116 3117 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 3118 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3119 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL)); 3120 3121 elementsCount -= drawCount; 3122 // Though there are 4 vertices in a quad, we use 6 indices per 3123 // quad to draw with GL_TRIANGLES 3124 mesh += (drawCount / 6) * 4; 3125 } 3126 3127#if DEBUG_LAYERS_AS_REGIONS 3128 drawRegionRectsDebug(layer->region); 3129#endif 3130 } 3131 3132 mDrawModifiers.mColorFilter = oldFilter; 3133 3134 if (layer->debugDrawUpdate) { 3135 layer->debugDrawUpdate = false; 3136 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 3137 0x7f00ff00, SkXfermode::kSrcOver_Mode); 3138 } 3139 } 3140 layer->hasDrawnSinceUpdate = true; 3141 3142 if (transform && !transform->isIdentity()) { 3143 restore(); 3144 } 3145 3146 return DrawGlInfo::kStatusDrew; 3147} 3148 3149/////////////////////////////////////////////////////////////////////////////// 3150// Shaders 3151/////////////////////////////////////////////////////////////////////////////// 3152 3153void OpenGLRenderer::resetShader() { 3154 mDrawModifiers.mShader = NULL; 3155} 3156 3157void OpenGLRenderer::setupShader(SkiaShader* shader) { 3158 mDrawModifiers.mShader = shader; 3159 if (mDrawModifiers.mShader) { 3160 mDrawModifiers.mShader->setCaches(mCaches); 3161 } 3162} 3163 3164/////////////////////////////////////////////////////////////////////////////// 3165// Color filters 3166/////////////////////////////////////////////////////////////////////////////// 3167 3168void OpenGLRenderer::resetColorFilter() { 3169 mDrawModifiers.mColorFilter = NULL; 3170} 3171 3172void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 3173 mDrawModifiers.mColorFilter = filter; 3174} 3175 3176/////////////////////////////////////////////////////////////////////////////// 3177// Drop shadow 3178/////////////////////////////////////////////////////////////////////////////// 3179 3180void OpenGLRenderer::resetShadow() { 3181 mDrawModifiers.mHasShadow = false; 3182} 3183 3184void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 3185 mDrawModifiers.mHasShadow = true; 3186 mDrawModifiers.mShadowRadius = radius; 3187 mDrawModifiers.mShadowDx = dx; 3188 mDrawModifiers.mShadowDy = dy; 3189 mDrawModifiers.mShadowColor = color; 3190} 3191 3192/////////////////////////////////////////////////////////////////////////////// 3193// Draw filters 3194/////////////////////////////////////////////////////////////////////////////// 3195 3196void OpenGLRenderer::resetPaintFilter() { 3197 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 3198 // comparison, see MergingDrawBatch::canMergeWith 3199 mDrawModifiers.mHasDrawFilter = false; 3200 mDrawModifiers.mPaintFilterClearBits = 0; 3201 mDrawModifiers.mPaintFilterSetBits = 0; 3202} 3203 3204void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 3205 mDrawModifiers.mHasDrawFilter = true; 3206 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3207 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3208} 3209 3210SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 3211 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3212 return paint; 3213 } 3214 3215 uint32_t flags = paint->getFlags(); 3216 3217 mFilteredPaint = *paint; 3218 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | 3219 mDrawModifiers.mPaintFilterSetBits); 3220 3221 return &mFilteredPaint; 3222} 3223 3224/////////////////////////////////////////////////////////////////////////////// 3225// Drawing implementation 3226/////////////////////////////////////////////////////////////////////////////// 3227 3228Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) { 3229 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3230 if (!texture) { 3231 return mCaches.textureCache.get(bitmap); 3232 } 3233 return texture; 3234} 3235 3236void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3237 float x, float y, SkPaint* paint) { 3238 if (quickReject(x, y, x + texture->width, y + texture->height)) { 3239 return; 3240 } 3241 3242 int alpha; 3243 SkXfermode::Mode mode; 3244 getAlphaAndMode(paint, &alpha, &mode); 3245 3246 setupDraw(); 3247 setupDrawWithTexture(true); 3248 setupDrawAlpha8Color(paint->getColor(), alpha); 3249 setupDrawColorFilter(); 3250 setupDrawShader(); 3251 setupDrawBlending(true, mode); 3252 setupDrawProgram(); 3253 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3254 x, y, x + texture->width, y + texture->height); 3255 setupDrawTexture(texture->id); 3256 setupDrawPureColorUniforms(); 3257 setupDrawColorFilterUniforms(); 3258 setupDrawShaderUniforms(); 3259 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3260 3261 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3262} 3263 3264// Same values used by Skia 3265#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3266#define kStdUnderline_Offset (1.0f / 9.0f) 3267#define kStdUnderline_Thickness (1.0f / 18.0f) 3268 3269void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, SkPaint* paint) { 3270 // Handle underline and strike-through 3271 uint32_t flags = paint->getFlags(); 3272 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3273 SkPaint paintCopy(*paint); 3274 3275 if (CC_LIKELY(underlineWidth > 0.0f)) { 3276 const float textSize = paintCopy.getTextSize(); 3277 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3278 3279 const float left = x; 3280 float top = 0.0f; 3281 3282 int linesCount = 0; 3283 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3284 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3285 3286 const int pointsCount = 4 * linesCount; 3287 float points[pointsCount]; 3288 int currentPoint = 0; 3289 3290 if (flags & SkPaint::kUnderlineText_Flag) { 3291 top = y + textSize * kStdUnderline_Offset; 3292 points[currentPoint++] = left; 3293 points[currentPoint++] = top; 3294 points[currentPoint++] = left + underlineWidth; 3295 points[currentPoint++] = top; 3296 } 3297 3298 if (flags & SkPaint::kStrikeThruText_Flag) { 3299 top = y + textSize * kStdStrikeThru_Offset; 3300 points[currentPoint++] = left; 3301 points[currentPoint++] = top; 3302 points[currentPoint++] = left + underlineWidth; 3303 points[currentPoint++] = top; 3304 } 3305 3306 paintCopy.setStrokeWidth(strokeWidth); 3307 3308 drawLines(&points[0], pointsCount, &paintCopy); 3309 } 3310 } 3311} 3312 3313status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) { 3314 if (mSnapshot->isIgnored()) { 3315 return DrawGlInfo::kStatusDone; 3316 } 3317 3318 int color = paint->getColor(); 3319 // If a shader is set, preserve only the alpha 3320 if (mDrawModifiers.mShader) { 3321 color |= 0x00ffffff; 3322 } 3323 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 3324 3325 return drawColorRects(rects, count, color, mode); 3326} 3327 3328status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color, 3329 SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) { 3330 if (count == 0) { 3331 return DrawGlInfo::kStatusDone; 3332 } 3333 3334 float left = FLT_MAX; 3335 float top = FLT_MAX; 3336 float right = FLT_MIN; 3337 float bottom = FLT_MIN; 3338 3339 Vertex mesh[count]; 3340 Vertex* vertex = mesh; 3341 3342 for (int index = 0; index < count; index += 4) { 3343 float l = rects[index + 0]; 3344 float t = rects[index + 1]; 3345 float r = rects[index + 2]; 3346 float b = rects[index + 3]; 3347 3348 Vertex::set(vertex++, l, t); 3349 Vertex::set(vertex++, r, t); 3350 Vertex::set(vertex++, l, b); 3351 Vertex::set(vertex++, r, b); 3352 3353 left = fminf(left, l); 3354 top = fminf(top, t); 3355 right = fmaxf(right, r); 3356 bottom = fmaxf(bottom, b); 3357 } 3358 3359 if (clip && quickReject(left, top, right, bottom)) { 3360 return DrawGlInfo::kStatusDone; 3361 } 3362 3363 setupDraw(); 3364 setupDrawNoTexture(); 3365 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3366 setupDrawShader(); 3367 setupDrawColorFilter(); 3368 setupDrawBlending(mode); 3369 setupDrawProgram(); 3370 setupDrawDirtyRegionsDisabled(); 3371 setupDrawModelView(kModelViewMode_Translate, false, 3372 0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform); 3373 setupDrawColorUniforms(); 3374 setupDrawShaderUniforms(); 3375 setupDrawColorFilterUniforms(); 3376 3377 if (dirty && hasLayer()) { 3378 dirtyLayer(left, top, right, bottom, currentTransform()); 3379 } 3380 3381 issueIndexedQuadDraw(&mesh[0], count / 4); 3382 3383 return DrawGlInfo::kStatusDrew; 3384} 3385 3386void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3387 int color, SkXfermode::Mode mode, bool ignoreTransform) { 3388 // If a shader is set, preserve only the alpha 3389 if (mDrawModifiers.mShader) { 3390 color |= 0x00ffffff; 3391 } 3392 3393 setupDraw(); 3394 setupDrawNoTexture(); 3395 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3396 setupDrawShader(); 3397 setupDrawColorFilter(); 3398 setupDrawBlending(mode); 3399 setupDrawProgram(); 3400 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3401 left, top, right, bottom, ignoreTransform); 3402 setupDrawColorUniforms(); 3403 setupDrawShaderUniforms(ignoreTransform); 3404 setupDrawColorFilterUniforms(); 3405 setupDrawSimpleMesh(); 3406 3407 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3408} 3409 3410void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3411 Texture* texture, SkPaint* paint) { 3412 int alpha; 3413 SkXfermode::Mode mode; 3414 getAlphaAndMode(paint, &alpha, &mode); 3415 3416 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3417 3418 GLvoid* vertices = (GLvoid*) NULL; 3419 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3420 3421 if (texture->uvMapper) { 3422 vertices = &mMeshVertices[0].x; 3423 texCoords = &mMeshVertices[0].u; 3424 3425 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3426 texture->uvMapper->map(uvs); 3427 3428 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3429 } 3430 3431 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3432 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 3433 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 3434 3435 texture->setFilter(GL_NEAREST, true); 3436 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3437 alpha / 255.0f, mode, texture->blend, vertices, texCoords, 3438 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3439 } else { 3440 texture->setFilter(FILTER(paint), true); 3441 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 3442 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3443 } 3444 3445 if (texture->uvMapper) { 3446 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3447 } 3448} 3449 3450void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3451 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 3452 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 3453 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 3454} 3455 3456void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3457 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3458 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3459 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3460 ModelViewMode modelViewMode, bool dirty) { 3461 3462 setupDraw(); 3463 setupDrawWithTexture(); 3464 setupDrawColor(alpha, alpha, alpha, alpha); 3465 setupDrawColorFilter(); 3466 setupDrawBlending(blend, mode, swapSrcDst); 3467 setupDrawProgram(); 3468 if (!dirty) setupDrawDirtyRegionsDisabled(); 3469 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3470 setupDrawTexture(texture); 3471 setupDrawPureColorUniforms(); 3472 setupDrawColorFilterUniforms(); 3473 setupDrawMesh(vertices, texCoords, vbo); 3474 3475 glDrawArrays(drawMode, 0, elementsCount); 3476} 3477 3478void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3479 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3480 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3481 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3482 ModelViewMode modelViewMode, bool dirty) { 3483 3484 setupDraw(); 3485 setupDrawWithTexture(); 3486 setupDrawColor(alpha, alpha, alpha, alpha); 3487 setupDrawColorFilter(); 3488 setupDrawBlending(blend, mode, swapSrcDst); 3489 setupDrawProgram(); 3490 if (!dirty) setupDrawDirtyRegionsDisabled(); 3491 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3492 setupDrawTexture(texture); 3493 setupDrawPureColorUniforms(); 3494 setupDrawColorFilterUniforms(); 3495 setupDrawMeshIndices(vertices, texCoords, vbo); 3496 3497 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3498} 3499 3500void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3501 GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode, 3502 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3503 bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) { 3504 3505 setupDraw(); 3506 setupDrawWithTexture(true); 3507 if (hasColor) { 3508 setupDrawAlpha8Color(color, alpha); 3509 } 3510 setupDrawColorFilter(); 3511 setupDrawShader(); 3512 setupDrawBlending(true, mode); 3513 setupDrawProgram(); 3514 if (!dirty) setupDrawDirtyRegionsDisabled(); 3515 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3516 setupDrawTexture(texture); 3517 setupDrawPureColorUniforms(); 3518 setupDrawColorFilterUniforms(); 3519 setupDrawShaderUniforms(ignoreTransform); 3520 setupDrawMesh(vertices, texCoords); 3521 3522 glDrawArrays(drawMode, 0, elementsCount); 3523} 3524 3525void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3526 ProgramDescription& description, bool swapSrcDst) { 3527 if (mCountOverdraw) { 3528 if (!mCaches.blend) glEnable(GL_BLEND); 3529 if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) { 3530 glBlendFunc(GL_ONE, GL_ONE); 3531 } 3532 3533 mCaches.blend = true; 3534 mCaches.lastSrcMode = GL_ONE; 3535 mCaches.lastDstMode = GL_ONE; 3536 3537 return; 3538 } 3539 3540 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3541 3542 if (blend) { 3543 // These blend modes are not supported by OpenGL directly and have 3544 // to be implemented using shaders. Since the shader will perform 3545 // the blending, turn blending off here 3546 // If the blend mode cannot be implemented using shaders, fall 3547 // back to the default SrcOver blend mode instead 3548 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3549 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3550 description.framebufferMode = mode; 3551 description.swapSrcDst = swapSrcDst; 3552 3553 if (mCaches.blend) { 3554 glDisable(GL_BLEND); 3555 mCaches.blend = false; 3556 } 3557 3558 return; 3559 } else { 3560 mode = SkXfermode::kSrcOver_Mode; 3561 } 3562 } 3563 3564 if (!mCaches.blend) { 3565 glEnable(GL_BLEND); 3566 } 3567 3568 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3569 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3570 3571 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3572 glBlendFunc(sourceMode, destMode); 3573 mCaches.lastSrcMode = sourceMode; 3574 mCaches.lastDstMode = destMode; 3575 } 3576 } else if (mCaches.blend) { 3577 glDisable(GL_BLEND); 3578 } 3579 mCaches.blend = blend; 3580} 3581 3582bool OpenGLRenderer::useProgram(Program* program) { 3583 if (!program->isInUse()) { 3584 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3585 program->use(); 3586 mCaches.currentProgram = program; 3587 return false; 3588 } 3589 return true; 3590} 3591 3592void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3593 TextureVertex* v = &mMeshVertices[0]; 3594 TextureVertex::setUV(v++, u1, v1); 3595 TextureVertex::setUV(v++, u2, v1); 3596 TextureVertex::setUV(v++, u1, v2); 3597 TextureVertex::setUV(v++, u2, v2); 3598} 3599 3600void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3601 getAlphaAndModeDirect(paint, alpha, mode); 3602 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3603 // if drawing a layer, ignore the paint's alpha 3604 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3605 } 3606 *alpha *= mSnapshot->alpha; 3607} 3608 3609float OpenGLRenderer::getLayerAlpha(Layer* layer) const { 3610 float alpha; 3611 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3612 alpha = mDrawModifiers.mOverrideLayerAlpha; 3613 } else { 3614 alpha = layer->getAlpha() / 255.0f; 3615 } 3616 return alpha * mSnapshot->alpha; 3617} 3618 3619}; // namespace uirenderer 3620}; // namespace android 3621