OpenGLRenderer.cpp revision 52b2cf9fdf95ccdcbb3f5e403eb9691c1ead1214
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 <SkColor.h> 25#include <SkShader.h> 26#include <SkTypeface.h> 27 28#include <utils/Log.h> 29#include <utils/StopWatch.h> 30 31#include <private/hwui/DrawGlInfo.h> 32 33#include <ui/Rect.h> 34 35#include "OpenGLRenderer.h" 36#include "DeferredDisplayList.h" 37#include "DisplayListRenderer.h" 38#include "Fence.h" 39#include "RenderState.h" 40#include "PathTessellator.h" 41#include "Properties.h" 42#include "ShadowTessellator.h" 43#include "SkiaShader.h" 44#include "utils/GLUtils.h" 45#include "Vector.h" 46#include "VertexBuffer.h" 47 48#if DEBUG_DETAILED_EVENTS 49 #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__) 50#else 51 #define EVENT_LOGD(...) 52#endif 53 54static void atraceFormatBegin(const char* fmt, ...) { 55 const int BUFFER_SIZE = 256; 56 va_list ap; 57 char buf[BUFFER_SIZE]; 58 59 va_start(ap, fmt); 60 vsnprintf(buf, BUFFER_SIZE, fmt, ap); 61 va_end(ap); 62 63 ATRACE_BEGIN(buf); 64} 65 66#define ATRACE_FORMAT_BEGIN(fmt, ...) \ 67 if (CC_UNLIKELY(ATRACE_ENABLED())) atraceFormatBegin(fmt, ##__VA_ARGS__) 68 69namespace android { 70namespace uirenderer { 71 72static GLenum getFilter(const SkPaint* paint) { 73 if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) { 74 return GL_LINEAR; 75 } 76 return GL_NEAREST; 77} 78 79/////////////////////////////////////////////////////////////////////////////// 80// Globals 81/////////////////////////////////////////////////////////////////////////////// 82 83/** 84 * Structure mapping Skia xfermodes to OpenGL blending factors. 85 */ 86struct Blender { 87 SkXfermode::Mode mode; 88 GLenum src; 89 GLenum dst; 90}; // struct Blender 91 92// In this array, the index of each Blender equals the value of the first 93// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 94static const Blender gBlends[] = { 95 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 96 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 97 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 98 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 99 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 100 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 101 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 102 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 103 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 104 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 105 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 106 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 107 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 108 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 109 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 110}; 111 112// This array contains the swapped version of each SkXfermode. For instance 113// this array's SrcOver blending mode is actually DstOver. You can refer to 114// createLayer() for more information on the purpose of this array. 115static const Blender gBlendsSwap[] = { 116 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 117 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 118 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 119 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 120 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 121 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 122 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 123 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 124 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 125 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 126 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 127 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 128 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 129 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 130 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 131}; 132 133/////////////////////////////////////////////////////////////////////////////// 134// Functions 135/////////////////////////////////////////////////////////////////////////////// 136 137template<typename T> 138static inline T min(T a, T b) { 139 return a < b ? a : b; 140} 141 142/////////////////////////////////////////////////////////////////////////////// 143// Constructors/destructor 144/////////////////////////////////////////////////////////////////////////////// 145 146OpenGLRenderer::OpenGLRenderer(RenderState& renderState) 147 : mFrameStarted(false) 148 , mCaches(Caches::getInstance()) 149 , mExtensions(Extensions::getInstance()) 150 , mRenderState(renderState) 151 , mScissorOptimizationDisabled(false) 152 , mSuppressTiling(false) 153 , mFirstFrameAfterResize(true) 154 , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN}) 155 , mLightRadius(FLT_MIN) 156 , mAmbientShadowAlpha(0) 157 , mSpotShadowAlpha(0) { 158 // *set* draw modifiers to be 0 159 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 160 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 161 162 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 163} 164 165OpenGLRenderer::~OpenGLRenderer() { 166 // The context has already been destroyed at this point, do not call 167 // GL APIs. All GL state should be kept in Caches.h 168} 169 170void OpenGLRenderer::initProperties() { 171 char property[PROPERTY_VALUE_MAX]; 172 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 173 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 174 INIT_LOGD(" Scissor optimization %s", 175 mScissorOptimizationDisabled ? "disabled" : "enabled"); 176 } else { 177 INIT_LOGD(" Scissor optimization enabled"); 178 } 179} 180 181void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius, 182 uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) { 183 mLightCenter = lightCenter; 184 mLightRadius = lightRadius; 185 mAmbientShadowAlpha = ambientShadowAlpha; 186 mSpotShadowAlpha = spotShadowAlpha; 187} 188 189/////////////////////////////////////////////////////////////////////////////// 190// Setup 191/////////////////////////////////////////////////////////////////////////////// 192 193void OpenGLRenderer::onViewportInitialized() { 194 glDisable(GL_DITHER); 195 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 196 197 glEnableVertexAttribArray(Program::kBindingPosition); 198 mFirstFrameAfterResize = true; 199} 200 201void OpenGLRenderer::setupFrameState(float left, float top, 202 float right, float bottom, bool opaque) { 203 mCaches.clearGarbage(); 204 initializeSaveStack(left, top, right, bottom, mLightCenter); 205 mOpaque = opaque; 206 mTilingClip.set(left, top, right, bottom); 207} 208 209status_t OpenGLRenderer::startFrame() { 210 if (mFrameStarted) return DrawGlInfo::kStatusDone; 211 mFrameStarted = true; 212 213 mDirtyClip = true; 214 215 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 216 217 mRenderState.setViewport(getWidth(), getHeight()); 218 219 // Functors break the tiling extension in pretty spectacular ways 220 // This ensures we don't use tiling when a functor is going to be 221 // invoked during the frame 222 mSuppressTiling = mCaches.hasRegisteredFunctors() 223 || mFirstFrameAfterResize; 224 mFirstFrameAfterResize = false; 225 226 startTilingCurrentClip(true); 227 228 debugOverdraw(true, true); 229 230 return clear(mTilingClip.left, mTilingClip.top, 231 mTilingClip.right, mTilingClip.bottom, mOpaque); 232} 233 234status_t OpenGLRenderer::prepareDirty(float left, float top, 235 float right, float bottom, bool opaque) { 236 237 setupFrameState(left, top, right, bottom, opaque); 238 239 // Layer renderers will start the frame immediately 240 // The framebuffer renderer will first defer the display list 241 // for each layer and wait until the first drawing command 242 // to start the frame 243 if (currentSnapshot()->fbo == 0) { 244 syncState(); 245 updateLayers(); 246 } else { 247 return startFrame(); 248 } 249 250 return DrawGlInfo::kStatusDone; 251} 252 253void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 254 // If we know that we are going to redraw the entire framebuffer, 255 // perform a discard to let the driver know we don't need to preserve 256 // the back buffer for this frame. 257 if (mExtensions.hasDiscardFramebuffer() && 258 left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) { 259 const bool isFbo = getTargetFbo() == 0; 260 const GLenum attachments[] = { 261 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 262 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 263 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 264 } 265} 266 267status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 268 if (!opaque) { 269 mCaches.enableScissor(); 270 mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top); 271 glClear(GL_COLOR_BUFFER_BIT); 272 return DrawGlInfo::kStatusDrew; 273 } 274 275 mCaches.resetScissor(); 276 return DrawGlInfo::kStatusDone; 277} 278 279void OpenGLRenderer::syncState() { 280 if (mCaches.blend) { 281 glEnable(GL_BLEND); 282 } else { 283 glDisable(GL_BLEND); 284 } 285} 286 287void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) { 288 if (!mSuppressTiling) { 289 const Snapshot* snapshot = currentSnapshot(); 290 291 const Rect* clip = &mTilingClip; 292 if (snapshot->flags & Snapshot::kFlagFboTarget) { 293 clip = &(snapshot->layer->clipRect); 294 } 295 296 startTiling(*clip, getViewportHeight(), opaque, expand); 297 } 298} 299 300void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) { 301 if (!mSuppressTiling) { 302 if(expand) { 303 // Expand the startTiling region by 1 304 int leftNotZero = (clip.left > 0) ? 1 : 0; 305 int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0; 306 307 mCaches.startTiling( 308 clip.left - leftNotZero, 309 windowHeight - clip.bottom - topNotZero, 310 clip.right - clip.left + leftNotZero + 1, 311 clip.bottom - clip.top + topNotZero + 1, 312 opaque); 313 } else { 314 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 315 clip.right - clip.left, clip.bottom - clip.top, opaque); 316 } 317 } 318} 319 320void OpenGLRenderer::endTiling() { 321 if (!mSuppressTiling) mCaches.endTiling(); 322} 323 324void OpenGLRenderer::finish() { 325 renderOverdraw(); 326 endTiling(); 327 328 // When finish() is invoked on FBO 0 we've reached the end 329 // of the current frame 330 if (getTargetFbo() == 0) { 331 mCaches.pathCache.trim(); 332 mCaches.tessellationCache.trim(); 333 } 334 335 if (!suppressErrorChecks()) { 336#if DEBUG_OPENGL 337 GLUtils::dumpGLErrors(); 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 mFrameStarted = false; 350} 351 352void OpenGLRenderer::resumeAfterLayer() { 353 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 354 mRenderState.bindFramebuffer(currentSnapshot()->fbo); 355 debugOverdraw(true, false); 356 357 mCaches.resetScissor(); 358 dirtyClip(); 359} 360 361status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 362 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 363 364 Rect clip(*currentClipRect()); 365 clip.snapToPixelBoundaries(); 366 367 // Since we don't know what the functor will draw, let's dirty 368 // the entire clip region 369 if (hasLayer()) { 370 dirtyLayerUnchecked(clip, getRegion()); 371 } 372 373 DrawGlInfo info; 374 info.clipLeft = clip.left; 375 info.clipTop = clip.top; 376 info.clipRight = clip.right; 377 info.clipBottom = clip.bottom; 378 info.isLayer = hasLayer(); 379 info.width = getViewportWidth(); 380 info.height = getViewportHeight(); 381 currentTransform()->copyTo(&info.transform[0]); 382 383 bool prevDirtyClip = mDirtyClip; 384 // setup GL state for functor 385 if (mDirtyClip) { 386 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 387 } 388 if (mCaches.enableScissor() || prevDirtyClip) { 389 setScissorFromClip(); 390 } 391 392 mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info); 393 // Scissor may have been modified, reset dirty clip 394 dirtyClip(); 395 396 return DrawGlInfo::kStatusDrew; 397} 398 399/////////////////////////////////////////////////////////////////////////////// 400// Debug 401/////////////////////////////////////////////////////////////////////////////// 402 403void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const { 404#if DEBUG_DETAILED_EVENTS 405 const int BUFFER_SIZE = 256; 406 va_list ap; 407 char buf[BUFFER_SIZE]; 408 409 va_start(ap, fmt); 410 vsnprintf(buf, BUFFER_SIZE, fmt, ap); 411 va_end(ap); 412 413 eventMark(buf); 414#endif 415} 416 417 418void OpenGLRenderer::eventMark(const char* name) const { 419 mCaches.eventMark(0, name); 420} 421 422void OpenGLRenderer::startMark(const char* name) const { 423 mCaches.startMark(0, name); 424} 425 426void OpenGLRenderer::endMark() const { 427 mCaches.endMark(); 428} 429 430void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 431 mRenderState.debugOverdraw(enable, clear); 432} 433 434void OpenGLRenderer::renderOverdraw() { 435 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 436 const Rect* clip = &mTilingClip; 437 438 mCaches.enableScissor(); 439 mCaches.setScissor(clip->left, firstSnapshot()->getViewportHeight() - clip->bottom, 440 clip->right - clip->left, clip->bottom - clip->top); 441 442 // 1x overdraw 443 mCaches.stencil.enableDebugTest(2); 444 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 445 446 // 2x overdraw 447 mCaches.stencil.enableDebugTest(3); 448 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 449 450 // 3x overdraw 451 mCaches.stencil.enableDebugTest(4); 452 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 453 454 // 4x overdraw and higher 455 mCaches.stencil.enableDebugTest(4, true); 456 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 457 458 mCaches.stencil.disable(); 459 } 460} 461 462/////////////////////////////////////////////////////////////////////////////// 463// Layers 464/////////////////////////////////////////////////////////////////////////////// 465 466bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 467 if (layer->deferredUpdateScheduled && layer->renderer 468 && layer->renderNode.get() && layer->renderNode->isRenderable()) { 469 ATRACE_CALL(); 470 471 Rect& dirty = layer->dirtyRect; 472 473 if (inFrame) { 474 endTiling(); 475 debugOverdraw(false, false); 476 } 477 478 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 479 layer->render(*this); 480 } else { 481 layer->defer(*this); 482 } 483 484 if (inFrame) { 485 resumeAfterLayer(); 486 startTilingCurrentClip(); 487 } 488 489 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 490 layer->hasDrawnSinceUpdate = false; 491 492 return true; 493 } 494 495 return false; 496} 497 498void OpenGLRenderer::updateLayers() { 499 // If draw deferring is enabled this method will simply defer 500 // the display list of each individual layer. The layers remain 501 // in the layer updates list which will be cleared by flushLayers(). 502 int count = mLayerUpdates.size(); 503 if (count > 0) { 504 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 505 startMark("Layer Updates"); 506 } else { 507 startMark("Defer Layer Updates"); 508 } 509 510 // Note: it is very important to update the layers in order 511 for (int i = 0; i < count; i++) { 512 Layer* layer = mLayerUpdates.itemAt(i).get(); 513 updateLayer(layer, false); 514 } 515 516 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 517 mLayerUpdates.clear(); 518 mRenderState.bindFramebuffer(getTargetFbo()); 519 } 520 endMark(); 521 } 522} 523 524void OpenGLRenderer::flushLayers() { 525 int count = mLayerUpdates.size(); 526 if (count > 0) { 527 startMark("Apply Layer Updates"); 528 char layerName[12]; 529 530 // Note: it is very important to update the layers in order 531 for (int i = 0; i < count; i++) { 532 Layer* layer = mLayerUpdates.itemAt(i).get(); 533 534 sprintf(layerName, "Layer #%d", i); 535 startMark(layerName); 536 ATRACE_FORMAT_BEGIN("flushLayer %ux%u", layer->getWidth(), layer->getHeight()); 537 538 layer->flush(); 539 540 ATRACE_END(); 541 endMark(); 542 } 543 544 mLayerUpdates.clear(); 545 mRenderState.bindFramebuffer(getTargetFbo()); 546 547 endMark(); 548 } 549} 550 551void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 552 if (layer) { 553 // Make sure we don't introduce duplicates. 554 // SortedVector would do this automatically but we need to respect 555 // the insertion order. The linear search is not an issue since 556 // this list is usually very short (typically one item, at most a few) 557 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 558 if (mLayerUpdates.itemAt(i) == layer) { 559 return; 560 } 561 } 562 mLayerUpdates.push_back(layer); 563 } 564} 565 566void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 567 if (layer) { 568 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 569 if (mLayerUpdates.itemAt(i) == layer) { 570 mLayerUpdates.removeAt(i); 571 break; 572 } 573 } 574 } 575} 576 577void OpenGLRenderer::flushLayerUpdates() { 578 ATRACE_CALL(); 579 syncState(); 580 updateLayers(); 581 flushLayers(); 582 // Wait for all the layer updates to be executed 583 AutoFence fence; 584} 585 586void OpenGLRenderer::markLayersAsBuildLayers() { 587 for (size_t i = 0; i < mLayerUpdates.size(); i++) { 588 mLayerUpdates[i]->wasBuildLayered = true; 589 } 590} 591 592/////////////////////////////////////////////////////////////////////////////// 593// State management 594/////////////////////////////////////////////////////////////////////////////// 595 596void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 597 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer; 598 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 599 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 600 601 if (restoreViewport) { 602 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 603 } 604 605 if (restoreClip) { 606 dirtyClip(); 607 } 608 609 if (restoreLayer) { 610 endMark(); // Savelayer 611 ATRACE_END(); // SaveLayer 612 startMark("ComposeLayer"); 613 composeLayer(removed, restored); 614 endMark(); 615 } 616} 617 618/////////////////////////////////////////////////////////////////////////////// 619// Layers 620/////////////////////////////////////////////////////////////////////////////// 621 622int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 623 const SkPaint* paint, int flags, const SkPath* convexMask) { 624 // force matrix/clip isolation for layer 625 flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag; 626 627 const int count = saveSnapshot(flags); 628 629 if (!currentSnapshot()->isIgnored()) { 630 createLayer(left, top, right, bottom, paint, flags, convexMask); 631 } 632 633 return count; 634} 635 636void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 637 const Rect untransformedBounds(bounds); 638 639 currentTransform()->mapRect(bounds); 640 641 // Layers only make sense if they are in the framebuffer's bounds 642 if (bounds.intersect(*currentClipRect())) { 643 // We cannot work with sub-pixels in this case 644 bounds.snapToPixelBoundaries(); 645 646 // When the layer is not an FBO, we may use glCopyTexImage so we 647 // need to make sure the layer does not extend outside the bounds 648 // of the framebuffer 649 const Snapshot& previous = *(currentSnapshot()->previous); 650 Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight()); 651 if (!bounds.intersect(previousViewport)) { 652 bounds.setEmpty(); 653 } else if (fboLayer) { 654 clip.set(bounds); 655 mat4 inverse; 656 inverse.loadInverse(*currentTransform()); 657 inverse.mapRect(clip); 658 clip.snapToPixelBoundaries(); 659 if (clip.intersect(untransformedBounds)) { 660 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 661 bounds.set(untransformedBounds); 662 } else { 663 clip.setEmpty(); 664 } 665 } 666 } else { 667 bounds.setEmpty(); 668 } 669} 670 671void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 672 bool fboLayer, int alpha) { 673 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 674 bounds.getHeight() > mCaches.maxTextureSize || 675 (fboLayer && clip.isEmpty())) { 676 mSnapshot->empty = fboLayer; 677 } else { 678 mSnapshot->invisible = mSnapshot->invisible || (alpha <= 0 && fboLayer); 679 } 680} 681 682int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 683 const SkPaint* paint, int flags) { 684 const int count = saveSnapshot(flags); 685 686 if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 687 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 688 // operations will be able to store and restore the current clip and transform info, and 689 // quick rejection will be correct (for display lists) 690 691 Rect bounds(left, top, right, bottom); 692 Rect clip; 693 calculateLayerBoundsAndClip(bounds, clip, true); 694 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint)); 695 696 if (!currentSnapshot()->isIgnored()) { 697 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 698 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 699 mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight()); 700 mSnapshot->roundRectClipState = NULL; 701 } 702 } 703 704 return count; 705} 706 707/** 708 * Layers are viewed by Skia are slightly different than layers in image editing 709 * programs (for instance.) When a layer is created, previously created layers 710 * and the frame buffer still receive every drawing command. For instance, if a 711 * layer is created and a shape intersecting the bounds of the layers and the 712 * framebuffer is draw, the shape will be drawn on both (unless the layer was 713 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 714 * 715 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 716 * texture. Unfortunately, this is inefficient as it requires every primitive to 717 * be drawn n + 1 times, where n is the number of active layers. In practice this 718 * means, for every primitive: 719 * - Switch active frame buffer 720 * - Change viewport, clip and projection matrix 721 * - Issue the drawing 722 * 723 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 724 * To avoid this, layers are implemented in a different way here, at least in the 725 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 726 * is set. When this flag is set we can redirect all drawing operations into a 727 * single FBO. 728 * 729 * This implementation relies on the frame buffer being at least RGBA 8888. When 730 * a layer is created, only a texture is created, not an FBO. The content of the 731 * frame buffer contained within the layer's bounds is copied into this texture 732 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 733 * buffer and drawing continues as normal. This technique therefore treats the 734 * frame buffer as a scratch buffer for the layers. 735 * 736 * To compose the layers back onto the frame buffer, each layer texture 737 * (containing the original frame buffer data) is drawn as a simple quad over 738 * the frame buffer. The trick is that the quad is set as the composition 739 * destination in the blending equation, and the frame buffer becomes the source 740 * of the composition. 741 * 742 * Drawing layers with an alpha value requires an extra step before composition. 743 * An empty quad is drawn over the layer's region in the frame buffer. This quad 744 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 745 * quad is used to multiply the colors in the frame buffer. This is achieved by 746 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 747 * GL_ZERO, GL_SRC_ALPHA. 748 * 749 * Because glCopyTexImage2D() can be slow, an alternative implementation might 750 * be use to draw a single clipped layer. The implementation described above 751 * is correct in every case. 752 * 753 * (1) The frame buffer is actually not cleared right away. To allow the GPU 754 * to potentially optimize series of calls to glCopyTexImage2D, the frame 755 * buffer is left untouched until the first drawing operation. Only when 756 * something actually gets drawn are the layers regions cleared. 757 */ 758bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 759 const SkPaint* paint, int flags, const SkPath* convexMask) { 760 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 761 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 762 763 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 764 765 // Window coordinates of the layer 766 Rect clip; 767 Rect bounds(left, top, right, bottom); 768 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 769 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint)); 770 771 // Bail out if we won't draw in this snapshot 772 if (currentSnapshot()->isIgnored()) { 773 return false; 774 } 775 776 mCaches.activeTexture(0); 777 Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight()); 778 if (!layer) { 779 return false; 780 } 781 782 layer->setPaint(paint); 783 layer->layer.set(bounds); 784 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 785 bounds.getWidth() / float(layer->getWidth()), 0.0f); 786 787 layer->setBlend(true); 788 layer->setDirty(false); 789 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 790 791 // Save the layer in the snapshot 792 mSnapshot->flags |= Snapshot::kFlagIsLayer; 793 mSnapshot->layer = layer; 794 795 ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u", 796 fboLayer ? "" : "unclipped ", 797 layer->getWidth(), layer->getHeight()); 798 startMark("SaveLayer"); 799 if (fboLayer) { 800 return createFboLayer(layer, bounds, clip); 801 } else { 802 // Copy the framebuffer into the layer 803 layer->bindTexture(); 804 if (!bounds.isEmpty()) { 805 if (layer->isEmpty()) { 806 // Workaround for some GL drivers. When reading pixels lying outside 807 // of the window we should get undefined values for those pixels. 808 // Unfortunately some drivers will turn the entire target texture black 809 // when reading outside of the window. 810 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 811 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); 812 layer->setEmpty(false); 813 } 814 815 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 816 bounds.left, getViewportHeight() - bounds.bottom, 817 bounds.getWidth(), bounds.getHeight()); 818 819 // Enqueue the buffer coordinates to clear the corresponding region later 820 mLayers.push(new Rect(bounds)); 821 } 822 } 823 824 return true; 825} 826 827bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 828 layer->clipRect.set(clip); 829 layer->setFbo(mCaches.fboCache.get()); 830 831 mSnapshot->region = &mSnapshot->layer->region; 832 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer; 833 mSnapshot->fbo = layer->getFbo(); 834 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 835 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 836 mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight()); 837 mSnapshot->roundRectClipState = NULL; 838 839 endTiling(); 840 debugOverdraw(false, false); 841 // Bind texture to FBO 842 mRenderState.bindFramebuffer(layer->getFbo()); 843 layer->bindTexture(); 844 845 // Initialize the texture if needed 846 if (layer->isEmpty()) { 847 layer->allocateTexture(); 848 layer->setEmpty(false); 849 } 850 851 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 852 layer->getTexture(), 0); 853 854 // Expand the startTiling region by 1 855 startTilingCurrentClip(true, true); 856 857 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 858 mCaches.enableScissor(); 859 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 860 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 861 glClear(GL_COLOR_BUFFER_BIT); 862 863 dirtyClip(); 864 865 // Change the ortho projection 866 mRenderState.setViewport(bounds.getWidth(), bounds.getHeight()); 867 return true; 868} 869 870/** 871 * Read the documentation of createLayer() before doing anything in this method. 872 */ 873void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 874 if (!removed.layer) { 875 ALOGE("Attempting to compose a layer that does not exist"); 876 return; 877 } 878 879 Layer* layer = removed.layer; 880 const Rect& rect = layer->layer; 881 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 882 883 bool clipRequired = false; 884 calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 885 &clipRequired, NULL, false); // safely ignore return, should never be rejected 886 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 887 888 if (fboLayer) { 889 endTiling(); 890 891 // Detach the texture from the FBO 892 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 893 894 layer->removeFbo(false); 895 896 // Unbind current FBO and restore previous one 897 mRenderState.bindFramebuffer(restored.fbo); 898 debugOverdraw(true, false); 899 900 startTilingCurrentClip(); 901 } 902 903 if (!fboLayer && layer->getAlpha() < 255) { 904 SkPaint layerPaint; 905 layerPaint.setAlpha(layer->getAlpha()); 906 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 907 layerPaint.setColorFilter(layer->getColorFilter()); 908 909 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 910 // Required below, composeLayerRect() will divide by 255 911 layer->setAlpha(255); 912 } 913 914 mCaches.unbindMeshBuffer(); 915 916 mCaches.activeTexture(0); 917 918 // When the layer is stored in an FBO, we can save a bit of fillrate by 919 // drawing only the dirty region 920 if (fboLayer) { 921 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 922 composeLayerRegion(layer, rect); 923 } else if (!rect.isEmpty()) { 924 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 925 926 save(0); 927 // the layer contains screen buffer content that shouldn't be alpha modulated 928 // (and any necessary alpha modulation was handled drawing into the layer) 929 mSnapshot->alpha = 1.0f; 930 composeLayerRect(layer, rect, true); 931 restore(); 932 } 933 934 dirtyClip(); 935 936 // Failing to add the layer to the cache should happen only if the layer is too large 937 layer->setConvexMask(NULL); 938 if (!mCaches.layerCache.put(layer)) { 939 LAYER_LOGD("Deleting layer"); 940 layer->decStrong(0); 941 } 942} 943 944void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 945 float alpha = getLayerAlpha(layer); 946 947 setupDraw(); 948 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 949 setupDrawWithTexture(); 950 } else { 951 setupDrawWithExternalTexture(); 952 } 953 setupDrawTextureTransform(); 954 setupDrawColor(alpha, alpha, alpha, alpha); 955 setupDrawColorFilter(layer->getColorFilter()); 956 setupDrawBlending(layer); 957 setupDrawProgram(); 958 setupDrawPureColorUniforms(); 959 setupDrawColorFilterUniforms(layer->getColorFilter()); 960 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 961 setupDrawTexture(layer->getTexture()); 962 } else { 963 setupDrawExternalTexture(layer->getTexture()); 964 } 965 if (currentTransform()->isPureTranslate() && 966 !layer->getForceFilter() && 967 layer->getWidth() == (uint32_t) rect.getWidth() && 968 layer->getHeight() == (uint32_t) rect.getHeight()) { 969 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 970 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 971 972 layer->setFilter(GL_NEAREST); 973 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 974 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 975 } else { 976 layer->setFilter(GL_LINEAR); 977 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 978 rect.left, rect.top, rect.right, rect.bottom); 979 } 980 setupDrawTextureTransformUniforms(layer->getTexTransform()); 981 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u); 982 983 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 984} 985 986void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 987 if (layer->isTextureLayer()) { 988 EVENT_LOGD("composeTextureLayerRect"); 989 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 990 drawTextureLayer(layer, rect); 991 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 992 } else { 993 EVENT_LOGD("composeHardwareLayerRect"); 994 const Rect& texCoords = layer->texCoords; 995 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 996 texCoords.right, texCoords.bottom); 997 998 float x = rect.left; 999 float y = rect.top; 1000 bool simpleTransform = currentTransform()->isPureTranslate() && 1001 layer->getWidth() == (uint32_t) rect.getWidth() && 1002 layer->getHeight() == (uint32_t) rect.getHeight(); 1003 1004 if (simpleTransform) { 1005 // When we're swapping, the layer is already in screen coordinates 1006 if (!swap) { 1007 x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1008 y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1009 } 1010 1011 layer->setFilter(GL_NEAREST, true); 1012 } else { 1013 layer->setFilter(GL_LINEAR, true); 1014 } 1015 1016 SkPaint layerPaint; 1017 layerPaint.setAlpha(getLayerAlpha(layer) * 255); 1018 layerPaint.setXfermodeMode(layer->getMode()); 1019 layerPaint.setColorFilter(layer->getColorFilter()); 1020 1021 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f; 1022 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1023 layer->getTexture(), &layerPaint, blend, 1024 &mMeshVertices[0].x, &mMeshVertices[0].u, 1025 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1026 1027 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1028 } 1029} 1030 1031/** 1032 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1033 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1034 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1035 * by saveLayer's restore 1036 */ 1037#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1038 DRAW_COMMAND; \ 1039 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1040 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1041 DRAW_COMMAND; \ 1042 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1043 } \ 1044 } 1045 1046#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1047 1048// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to 1049// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque. 1050class LayerShader : public SkShader { 1051public: 1052 LayerShader(Layer* layer, const SkMatrix* localMatrix) 1053 : INHERITED(localMatrix) 1054 , mLayer(layer) { 1055 } 1056 1057 virtual bool asACustomShader(void** data) const { 1058 if (data) { 1059 *data = static_cast<void*>(mLayer); 1060 } 1061 return true; 1062 } 1063 1064 virtual bool isOpaque() const { 1065 return !mLayer->isBlend(); 1066 } 1067 1068protected: 1069 virtual void shadeSpan(int x, int y, SkPMColor[], int count) { 1070 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend."); 1071 } 1072 1073 virtual void flatten(SkWriteBuffer&) const { 1074 LOG_ALWAYS_FATAL("LayerShader should never be flattened."); 1075 } 1076 1077 virtual Factory getFactory() const { 1078 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream."); 1079 return NULL; 1080 } 1081private: 1082 // Unowned. 1083 Layer* mLayer; 1084 typedef SkShader INHERITED; 1085}; 1086 1087void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1088 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 1089 1090 if (layer->getConvexMask()) { 1091 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag); 1092 1093 // clip to the area of the layer the mask can be larger 1094 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 1095 1096 SkPaint paint; 1097 paint.setAntiAlias(true); 1098 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 1099 1100 // create LayerShader to map SaveLayer content into subsequent draw 1101 SkMatrix shaderMatrix; 1102 shaderMatrix.setTranslate(rect.left, rect.bottom); 1103 shaderMatrix.preScale(1, -1); 1104 LayerShader layerShader(layer, &shaderMatrix); 1105 paint.setShader(&layerShader); 1106 1107 // Since the drawing primitive is defined in local drawing space, 1108 // we don't need to modify the draw matrix 1109 const SkPath* maskPath = layer->getConvexMask(); 1110 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 1111 1112 paint.setShader(NULL); 1113 restore(); 1114 1115 return; 1116 } 1117 1118 if (layer->region.isRect()) { 1119 layer->setRegionAsRect(); 1120 1121 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1122 1123 layer->region.clear(); 1124 return; 1125 } 1126 1127 EVENT_LOGD("composeLayerRegion"); 1128 // standard Region based draw 1129 size_t count; 1130 const android::Rect* rects; 1131 Region safeRegion; 1132 if (CC_LIKELY(hasRectToRectTransform())) { 1133 rects = layer->region.getArray(&count); 1134 } else { 1135 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1136 rects = safeRegion.getArray(&count); 1137 } 1138 1139 const float alpha = getLayerAlpha(layer); 1140 const float texX = 1.0f / float(layer->getWidth()); 1141 const float texY = 1.0f / float(layer->getHeight()); 1142 const float height = rect.getHeight(); 1143 1144 setupDraw(); 1145 1146 // We must get (and therefore bind) the region mesh buffer 1147 // after we setup drawing in case we need to mess with the 1148 // stencil buffer in setupDraw() 1149 TextureVertex* mesh = mCaches.getRegionMesh(); 1150 uint32_t numQuads = 0; 1151 1152 setupDrawWithTexture(); 1153 setupDrawColor(alpha, alpha, alpha, alpha); 1154 setupDrawColorFilter(layer->getColorFilter()); 1155 setupDrawBlending(layer); 1156 setupDrawProgram(); 1157 setupDrawDirtyRegionsDisabled(); 1158 setupDrawPureColorUniforms(); 1159 setupDrawColorFilterUniforms(layer->getColorFilter()); 1160 setupDrawTexture(layer->getTexture()); 1161 if (currentTransform()->isPureTranslate()) { 1162 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1163 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1164 1165 layer->setFilter(GL_NEAREST); 1166 setupDrawModelView(kModelViewMode_Translate, false, 1167 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1168 } else { 1169 layer->setFilter(GL_LINEAR); 1170 setupDrawModelView(kModelViewMode_Translate, false, 1171 rect.left, rect.top, rect.right, rect.bottom); 1172 } 1173 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 1174 1175 for (size_t i = 0; i < count; i++) { 1176 const android::Rect* r = &rects[i]; 1177 1178 const float u1 = r->left * texX; 1179 const float v1 = (height - r->top) * texY; 1180 const float u2 = r->right * texX; 1181 const float v2 = (height - r->bottom) * texY; 1182 1183 // TODO: Reject quads outside of the clip 1184 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1185 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1186 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1187 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1188 1189 numQuads++; 1190 1191 if (numQuads >= gMaxNumberOfQuads) { 1192 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1193 GL_UNSIGNED_SHORT, NULL)); 1194 numQuads = 0; 1195 mesh = mCaches.getRegionMesh(); 1196 } 1197 } 1198 1199 if (numQuads > 0) { 1200 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1201 GL_UNSIGNED_SHORT, NULL)); 1202 } 1203 1204#if DEBUG_LAYERS_AS_REGIONS 1205 drawRegionRectsDebug(layer->region); 1206#endif 1207 1208 layer->region.clear(); 1209} 1210 1211#if DEBUG_LAYERS_AS_REGIONS 1212void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 1213 size_t count; 1214 const android::Rect* rects = region.getArray(&count); 1215 1216 uint32_t colors[] = { 1217 0x7fff0000, 0x7f00ff00, 1218 0x7f0000ff, 0x7fff00ff, 1219 }; 1220 1221 int offset = 0; 1222 int32_t top = rects[0].top; 1223 1224 for (size_t i = 0; i < count; i++) { 1225 if (top != rects[i].top) { 1226 offset ^= 0x2; 1227 top = rects[i].top; 1228 } 1229 1230 SkPaint paint; 1231 paint.setColor(colors[offset + (i & 0x1)]); 1232 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1233 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1234 } 1235} 1236#endif 1237 1238void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1239 Vector<float> rects; 1240 1241 SkRegion::Iterator it(region); 1242 while (!it.done()) { 1243 const SkIRect& r = it.rect(); 1244 rects.push(r.fLeft); 1245 rects.push(r.fTop); 1246 rects.push(r.fRight); 1247 rects.push(r.fBottom); 1248 it.next(); 1249 } 1250 1251 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1252} 1253 1254void OpenGLRenderer::dirtyLayer(const float left, const float top, 1255 const float right, const float bottom, const mat4 transform) { 1256 if (hasLayer()) { 1257 Rect bounds(left, top, right, bottom); 1258 transform.mapRect(bounds); 1259 dirtyLayerUnchecked(bounds, getRegion()); 1260 } 1261} 1262 1263void OpenGLRenderer::dirtyLayer(const float left, const float top, 1264 const float right, const float bottom) { 1265 if (hasLayer()) { 1266 Rect bounds(left, top, right, bottom); 1267 dirtyLayerUnchecked(bounds, getRegion()); 1268 } 1269} 1270 1271void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1272 if (bounds.intersect(*currentClipRect())) { 1273 bounds.snapToPixelBoundaries(); 1274 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1275 if (!dirty.isEmpty()) { 1276 region->orSelf(dirty); 1277 } 1278 } 1279} 1280 1281void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) { 1282 GLsizei elementsCount = quadsCount * 6; 1283 while (elementsCount > 0) { 1284 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 1285 1286 setupDrawIndexedVertices(&mesh[0].x); 1287 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL); 1288 1289 elementsCount -= drawCount; 1290 // Though there are 4 vertices in a quad, we use 6 indices per 1291 // quad to draw with GL_TRIANGLES 1292 mesh += (drawCount / 6) * 4; 1293 } 1294} 1295 1296void OpenGLRenderer::clearLayerRegions() { 1297 const size_t count = mLayers.size(); 1298 if (count == 0) return; 1299 1300 if (!currentSnapshot()->isIgnored()) { 1301 EVENT_LOGD("clearLayerRegions"); 1302 // Doing several glScissor/glClear here can negatively impact 1303 // GPUs with a tiler architecture, instead we draw quads with 1304 // the Clear blending mode 1305 1306 // The list contains bounds that have already been clipped 1307 // against their initial clip rect, and the current clip 1308 // is likely different so we need to disable clipping here 1309 bool scissorChanged = mCaches.disableScissor(); 1310 1311 Vertex mesh[count * 4]; 1312 Vertex* vertex = mesh; 1313 1314 for (uint32_t i = 0; i < count; i++) { 1315 Rect* bounds = mLayers.itemAt(i); 1316 1317 Vertex::set(vertex++, bounds->left, bounds->top); 1318 Vertex::set(vertex++, bounds->right, bounds->top); 1319 Vertex::set(vertex++, bounds->left, bounds->bottom); 1320 Vertex::set(vertex++, bounds->right, bounds->bottom); 1321 1322 delete bounds; 1323 } 1324 // We must clear the list of dirty rects before we 1325 // call setupDraw() to prevent stencil setup to do 1326 // the same thing again 1327 mLayers.clear(); 1328 1329 SkPaint clearPaint; 1330 clearPaint.setXfermodeMode(SkXfermode::kClear_Mode); 1331 1332 setupDraw(false); 1333 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1334 setupDrawBlending(&clearPaint, true); 1335 setupDrawProgram(); 1336 setupDrawPureColorUniforms(); 1337 setupDrawModelView(kModelViewMode_Translate, false, 1338 0.0f, 0.0f, 0.0f, 0.0f, true); 1339 1340 issueIndexedQuadDraw(&mesh[0], count); 1341 1342 if (scissorChanged) mCaches.enableScissor(); 1343 } else { 1344 for (uint32_t i = 0; i < count; i++) { 1345 delete mLayers.itemAt(i); 1346 } 1347 mLayers.clear(); 1348 } 1349} 1350 1351/////////////////////////////////////////////////////////////////////////////// 1352// State Deferral 1353/////////////////////////////////////////////////////////////////////////////// 1354 1355bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1356 const Rect* currentClip = currentClipRect(); 1357 const mat4* currentMatrix = currentTransform(); 1358 1359 if (stateDeferFlags & kStateDeferFlag_Draw) { 1360 // state has bounds initialized in local coordinates 1361 if (!state.mBounds.isEmpty()) { 1362 currentMatrix->mapRect(state.mBounds); 1363 Rect clippedBounds(state.mBounds); 1364 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1365 // is used, it should more closely duplicate the quickReject logic (in how it uses 1366 // snapToPixelBoundaries) 1367 1368 if(!clippedBounds.intersect(*currentClip)) { 1369 // quick rejected 1370 return true; 1371 } 1372 1373 state.mClipSideFlags = kClipSide_None; 1374 if (!currentClip->contains(state.mBounds)) { 1375 int& flags = state.mClipSideFlags; 1376 // op partially clipped, so record which sides are clipped for clip-aware merging 1377 if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left; 1378 if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top; 1379 if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right; 1380 if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1381 } 1382 state.mBounds.set(clippedBounds); 1383 } else { 1384 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1385 // overdraw avoidance (since we don't know what it overlaps) 1386 state.mClipSideFlags = kClipSide_ConservativeFull; 1387 state.mBounds.set(*currentClip); 1388 } 1389 } 1390 1391 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1392 if (state.mClipValid) { 1393 state.mClip.set(*currentClip); 1394 } 1395 1396 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1397 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1398 state.mMatrix.load(*currentMatrix); 1399 state.mDrawModifiers = mDrawModifiers; 1400 state.mAlpha = currentSnapshot()->alpha; 1401 1402 // always store/restore, since it's just a pointer 1403 state.mRoundRectClipState = currentSnapshot()->roundRectClipState; 1404 return false; 1405} 1406 1407void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1408 setMatrix(state.mMatrix); 1409 mSnapshot->alpha = state.mAlpha; 1410 mDrawModifiers = state.mDrawModifiers; 1411 mSnapshot->roundRectClipState = state.mRoundRectClipState; 1412 1413 if (state.mClipValid && !skipClipRestore) { 1414 mSnapshot->setClip(state.mClip.left, state.mClip.top, 1415 state.mClip.right, state.mClip.bottom); 1416 dirtyClip(); 1417 } 1418} 1419 1420/** 1421 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1422 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1423 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1424 * 1425 * This method should be called when restoreDisplayState() won't be restoring the clip 1426 */ 1427void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1428 if (clipRect != NULL) { 1429 mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1430 } else { 1431 mSnapshot->setClip(0, 0, getWidth(), getHeight()); 1432 } 1433 dirtyClip(); 1434 mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled); 1435} 1436 1437/////////////////////////////////////////////////////////////////////////////// 1438// Clipping 1439/////////////////////////////////////////////////////////////////////////////// 1440 1441void OpenGLRenderer::setScissorFromClip() { 1442 Rect clip(*currentClipRect()); 1443 clip.snapToPixelBoundaries(); 1444 1445 if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom, 1446 clip.getWidth(), clip.getHeight())) { 1447 mDirtyClip = false; 1448 } 1449} 1450 1451void OpenGLRenderer::ensureStencilBuffer() { 1452 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1453 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1454 // just hope we have one when hasLayer() returns false. 1455 if (hasLayer()) { 1456 attachStencilBufferToLayer(currentSnapshot()->layer); 1457 } 1458} 1459 1460void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1461 // The layer's FBO is already bound when we reach this stage 1462 if (!layer->getStencilRenderBuffer()) { 1463 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1464 // is attached after we initiated tiling. We must turn it off, 1465 // attach the new render buffer then turn tiling back on 1466 endTiling(); 1467 1468 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1469 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1470 layer->setStencilRenderBuffer(buffer); 1471 1472 startTiling(layer->clipRect, layer->layer.getHeight()); 1473 } 1474} 1475 1476void OpenGLRenderer::setStencilFromClip() { 1477 if (!mCaches.debugOverdraw) { 1478 if (!currentSnapshot()->clipRegion->isEmpty()) { 1479 EVENT_LOGD("setStencilFromClip - enabling"); 1480 1481 // NOTE: The order here is important, we must set dirtyClip to false 1482 // before any draw call to avoid calling back into this method 1483 mDirtyClip = false; 1484 1485 ensureStencilBuffer(); 1486 1487 mCaches.stencil.enableWrite(); 1488 1489 // Clear and update the stencil, but first make sure we restrict drawing 1490 // to the region's bounds 1491 bool resetScissor = mCaches.enableScissor(); 1492 if (resetScissor) { 1493 // The scissor was not set so we now need to update it 1494 setScissorFromClip(); 1495 } 1496 mCaches.stencil.clear(); 1497 1498 // stash and disable the outline clip state, since stencil doesn't account for outline 1499 bool storedSkipOutlineClip = mSkipOutlineClip; 1500 mSkipOutlineClip = true; 1501 1502 SkPaint paint; 1503 paint.setColor(SK_ColorBLACK); 1504 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1505 1506 // NOTE: We could use the region contour path to generate a smaller mesh 1507 // Since we are using the stencil we could use the red book path 1508 // drawing technique. It might increase bandwidth usage though. 1509 1510 // The last parameter is important: we are not drawing in the color buffer 1511 // so we don't want to dirty the current layer, if any 1512 drawRegionRects(*(currentSnapshot()->clipRegion), paint, false); 1513 if (resetScissor) mCaches.disableScissor(); 1514 mSkipOutlineClip = storedSkipOutlineClip; 1515 1516 mCaches.stencil.enableTest(); 1517 1518 // Draw the region used to generate the stencil if the appropriate debug 1519 // mode is enabled 1520 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1521 paint.setColor(0x7f0000ff); 1522 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1523 drawRegionRects(*(currentSnapshot()->clipRegion), paint); 1524 } 1525 } else { 1526 EVENT_LOGD("setStencilFromClip - disabling"); 1527 mCaches.stencil.disable(); 1528 } 1529 } 1530} 1531 1532/** 1533 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1534 * 1535 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1536 * style, and tessellated AA ramp 1537 */ 1538bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1539 const SkPaint* paint) { 1540 bool snapOut = paint && paint->isAntiAlias(); 1541 1542 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1543 float outset = paint->getStrokeWidth() * 0.5f; 1544 left -= outset; 1545 top -= outset; 1546 right += outset; 1547 bottom += outset; 1548 } 1549 1550 bool clipRequired = false; 1551 bool roundRectClipRequired = false; 1552 if (calculateQuickRejectForScissor(left, top, right, bottom, 1553 &clipRequired, &roundRectClipRequired, snapOut)) { 1554 return true; 1555 } 1556 1557 // not quick rejected, so enable the scissor if clipRequired 1558 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1559 mSkipOutlineClip = !roundRectClipRequired; 1560 return false; 1561} 1562 1563void OpenGLRenderer::debugClip() { 1564#if DEBUG_CLIP_REGIONS 1565 if (!currentSnapshot()->clipRegion->isEmpty()) { 1566 SkPaint paint; 1567 paint.setColor(0x7f00ff00); 1568 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1569 1570 } 1571#endif 1572} 1573 1574/////////////////////////////////////////////////////////////////////////////// 1575// Drawing commands 1576/////////////////////////////////////////////////////////////////////////////// 1577 1578void OpenGLRenderer::setupDraw(bool clearLayer) { 1579 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1580 // changes the scissor test state 1581 if (clearLayer) clearLayerRegions(); 1582 // Make sure setScissor & setStencil happen at the beginning of 1583 // this method 1584 if (mDirtyClip) { 1585 if (mCaches.scissorEnabled) { 1586 setScissorFromClip(); 1587 } 1588 1589 setStencilFromClip(); 1590 } 1591 1592 mDescription.reset(); 1593 1594 mSetShaderColor = false; 1595 mColorSet = false; 1596 mColorA = mColorR = mColorG = mColorB = 0.0f; 1597 mTextureUnit = 0; 1598 mTrackDirtyRegions = true; 1599 1600 // Enable debug highlight when what we're about to draw is tested against 1601 // the stencil buffer and if stencil highlight debugging is on 1602 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1603 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1604 mCaches.stencil.isTestEnabled(); 1605} 1606 1607void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1608 mDescription.hasTexture = true; 1609 mDescription.hasAlpha8Texture = isAlpha8; 1610} 1611 1612void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1613 mDescription.hasTexture = true; 1614 mDescription.hasColors = true; 1615 mDescription.hasAlpha8Texture = isAlpha8; 1616} 1617 1618void OpenGLRenderer::setupDrawWithExternalTexture() { 1619 mDescription.hasExternalTexture = true; 1620} 1621 1622void OpenGLRenderer::setupDrawNoTexture() { 1623 mCaches.disableTexCoordsVertexArray(); 1624} 1625 1626void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) { 1627 mDescription.hasVertexAlpha = true; 1628 mDescription.useShadowAlphaInterp = useShadowAlphaInterp; 1629} 1630 1631void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1632 mColorA = alpha / 255.0f; 1633 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1634 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1635 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1636 mColorSet = true; 1637 mSetShaderColor = mDescription.setColorModulate(mColorA); 1638} 1639 1640void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1641 mColorA = alpha / 255.0f; 1642 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1643 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1644 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1645 mColorSet = true; 1646 mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA); 1647} 1648 1649void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1650 mCaches.fontRenderer->describe(mDescription, paint); 1651} 1652 1653void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1654 mColorA = a; 1655 mColorR = r; 1656 mColorG = g; 1657 mColorB = b; 1658 mColorSet = true; 1659 mSetShaderColor = mDescription.setColorModulate(a); 1660} 1661 1662void OpenGLRenderer::setupDrawShader(const SkShader* shader) { 1663 if (shader != NULL) { 1664 SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader); 1665 } 1666} 1667 1668void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) { 1669 if (filter == NULL) { 1670 return; 1671 } 1672 1673 SkXfermode::Mode mode; 1674 if (filter->asColorMode(NULL, &mode)) { 1675 mDescription.colorOp = ProgramDescription::kColorBlend; 1676 mDescription.colorMode = mode; 1677 } else if (filter->asColorMatrix(NULL)) { 1678 mDescription.colorOp = ProgramDescription::kColorMatrix; 1679 } 1680} 1681 1682void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1683 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1684 mColorA = 1.0f; 1685 mColorR = mColorG = mColorB = 0.0f; 1686 mSetShaderColor = mDescription.modulate = true; 1687 } 1688} 1689 1690void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) { 1691 SkXfermode::Mode mode = layer->getMode(); 1692 // When the blending mode is kClear_Mode, we need to use a modulate color 1693 // argb=1,0,0,0 1694 accountForClear(mode); 1695 // TODO: check shader blending, once we have shader drawing support for layers. 1696 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f || 1697 (mColorSet && mColorA < 1.0f) || isBlendedColorFilter(layer->getColorFilter()); 1698 chooseBlending(blend, mode, mDescription, swapSrcDst); 1699} 1700 1701void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) { 1702 SkXfermode::Mode mode = getXfermodeDirect(paint); 1703 // When the blending mode is kClear_Mode, we need to use a modulate color 1704 // argb=1,0,0,0 1705 accountForClear(mode); 1706 blend |= (mColorSet && mColorA < 1.0f) || 1707 (getShader(paint) && !getShader(paint)->isOpaque()) || 1708 isBlendedColorFilter(getColorFilter(paint)); 1709 chooseBlending(blend, mode, mDescription, swapSrcDst); 1710} 1711 1712void OpenGLRenderer::setupDrawProgram() { 1713 useProgram(mCaches.programCache.get(mDescription)); 1714 if (mDescription.hasRoundRectClip) { 1715 // TODO: avoid doing this repeatedly, stashing state pointer in program 1716 const RoundRectClipState* state = mSnapshot->roundRectClipState; 1717 const Rect& innerRect = state->innerRect; 1718 glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"), 1719 innerRect.left, innerRect.top, 1720 innerRect.right, innerRect.bottom); 1721 glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"), 1722 1, GL_FALSE, &state->matrix.data[0]); 1723 1724 // add half pixel to round out integer rect space to cover pixel centers 1725 float roundedOutRadius = state->radius + 0.5f; 1726 glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"), 1727 roundedOutRadius); 1728 } 1729} 1730 1731void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1732 mTrackDirtyRegions = false; 1733} 1734 1735void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset, 1736 float left, float top, float right, float bottom, bool ignoreTransform) { 1737 mModelViewMatrix.loadTranslate(left, top, 0.0f); 1738 if (mode == kModelViewMode_TranslateAndScale) { 1739 mModelViewMatrix.scale(right - left, bottom - top, 1.0f); 1740 } 1741 1742 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1743 const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform(); 1744 mCaches.currentProgram->set(mSnapshot->getOrthoMatrix(), mModelViewMatrix, transformMatrix, offset); 1745 if (dirty && mTrackDirtyRegions) { 1746 if (!ignoreTransform) { 1747 dirtyLayer(left, top, right, bottom, *currentTransform()); 1748 } else { 1749 dirtyLayer(left, top, right, bottom); 1750 } 1751 } 1752} 1753 1754void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) { 1755 if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) { 1756 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1757 } 1758} 1759 1760void OpenGLRenderer::setupDrawPureColorUniforms() { 1761 if (mSetShaderColor) { 1762 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1763 } 1764} 1765 1766void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) { 1767 if (shader == NULL) { 1768 return; 1769 } 1770 1771 if (ignoreTransform) { 1772 // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform() 1773 // because it was built into modelView / the geometry, and the description needs to 1774 // compensate. 1775 mat4 modelViewWithoutTransform; 1776 modelViewWithoutTransform.loadInverse(*currentTransform()); 1777 modelViewWithoutTransform.multiply(mModelViewMatrix); 1778 mModelViewMatrix.load(modelViewWithoutTransform); 1779 } 1780 1781 SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader); 1782} 1783 1784void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) { 1785 if (NULL == filter) { 1786 return; 1787 } 1788 1789 SkColor color; 1790 SkXfermode::Mode mode; 1791 if (filter->asColorMode(&color, &mode)) { 1792 const int alpha = SkColorGetA(color); 1793 const GLfloat a = alpha / 255.0f; 1794 const GLfloat r = a * SkColorGetR(color) / 255.0f; 1795 const GLfloat g = a * SkColorGetG(color) / 255.0f; 1796 const GLfloat b = a * SkColorGetB(color) / 255.0f; 1797 glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a); 1798 return; 1799 } 1800 1801 SkScalar srcColorMatrix[20]; 1802 if (filter->asColorMatrix(srcColorMatrix)) { 1803 1804 float colorMatrix[16]; 1805 memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float)); 1806 memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float)); 1807 memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float)); 1808 memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float)); 1809 1810 // Skia uses the range [0..255] for the addition vector, but we need 1811 // the [0..1] range to apply the vector in GLSL 1812 float colorVector[4]; 1813 colorVector[0] = srcColorMatrix[4] / 255.0f; 1814 colorVector[1] = srcColorMatrix[9] / 255.0f; 1815 colorVector[2] = srcColorMatrix[14] / 255.0f; 1816 colorVector[3] = srcColorMatrix[19] / 255.0f; 1817 1818 glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1, 1819 GL_FALSE, colorMatrix); 1820 glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector); 1821 return; 1822 } 1823 1824 // it is an error if we ever get here 1825} 1826 1827void OpenGLRenderer::setupDrawTextGammaUniforms() { 1828 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1829} 1830 1831void OpenGLRenderer::setupDrawSimpleMesh() { 1832 bool force = mCaches.bindMeshBuffer(); 1833 mCaches.bindPositionVertexPointer(force, 0); 1834 mCaches.unbindIndicesBuffer(); 1835} 1836 1837void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1838 if (texture) bindTexture(texture); 1839 mTextureUnit++; 1840 mCaches.enableTexCoordsVertexArray(); 1841} 1842 1843void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1844 bindExternalTexture(texture); 1845 mTextureUnit++; 1846 mCaches.enableTexCoordsVertexArray(); 1847} 1848 1849void OpenGLRenderer::setupDrawTextureTransform() { 1850 mDescription.hasTextureTransform = true; 1851} 1852 1853void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1854 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1855 GL_FALSE, &transform.data[0]); 1856} 1857 1858void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1859 const GLvoid* texCoords, GLuint vbo) { 1860 bool force = false; 1861 if (!vertices || vbo) { 1862 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1863 } else { 1864 force = mCaches.unbindMeshBuffer(); 1865 } 1866 1867 mCaches.bindPositionVertexPointer(force, vertices); 1868 if (mCaches.currentProgram->texCoords >= 0) { 1869 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1870 } 1871 1872 mCaches.unbindIndicesBuffer(); 1873} 1874 1875void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1876 const GLvoid* texCoords, const GLvoid* colors) { 1877 bool force = mCaches.unbindMeshBuffer(); 1878 GLsizei stride = sizeof(ColorTextureVertex); 1879 1880 mCaches.bindPositionVertexPointer(force, vertices, stride); 1881 if (mCaches.currentProgram->texCoords >= 0) { 1882 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1883 } 1884 int slot = mCaches.currentProgram->getAttrib("colors"); 1885 if (slot >= 0) { 1886 glEnableVertexAttribArray(slot); 1887 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1888 } 1889 1890 mCaches.unbindIndicesBuffer(); 1891} 1892 1893void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices, 1894 const GLvoid* texCoords, GLuint vbo) { 1895 bool force = false; 1896 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1897 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1898 // use the default VBO found in Caches 1899 if (!vertices || vbo) { 1900 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1901 } else { 1902 force = mCaches.unbindMeshBuffer(); 1903 } 1904 mCaches.bindQuadIndicesBuffer(); 1905 1906 mCaches.bindPositionVertexPointer(force, vertices); 1907 if (mCaches.currentProgram->texCoords >= 0) { 1908 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1909 } 1910} 1911 1912void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 1913 bool force = mCaches.unbindMeshBuffer(); 1914 mCaches.bindQuadIndicesBuffer(); 1915 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1916} 1917 1918/////////////////////////////////////////////////////////////////////////////// 1919// Drawing 1920/////////////////////////////////////////////////////////////////////////////// 1921 1922status_t OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) { 1923 status_t status; 1924 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1925 // will be performed by the display list itself 1926 if (renderNode && renderNode->isRenderable()) { 1927 // compute 3d ordering 1928 renderNode->computeOrdering(); 1929 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1930 status = startFrame(); 1931 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1932 renderNode->replay(replayStruct, 0); 1933 return status | replayStruct.mDrawGlStatus; 1934 } 1935 1936 DeferredDisplayList deferredList(*currentClipRect()); 1937 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1938 renderNode->defer(deferStruct, 0); 1939 1940 flushLayers(); 1941 status = startFrame(); 1942 1943 return deferredList.flush(*this, dirty) | status; 1944 } 1945 1946 // Even if there is no drawing command(Ex: invisible), 1947 // it still needs startFrame to clear buffer and start tiling. 1948 return startFrame(); 1949} 1950 1951void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) { 1952 int color = paint != NULL ? paint->getColor() : 0; 1953 1954 float x = left; 1955 float y = top; 1956 1957 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1958 1959 bool ignoreTransform = false; 1960 if (currentTransform()->isPureTranslate()) { 1961 x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 1962 y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 1963 ignoreTransform = true; 1964 1965 texture->setFilter(GL_NEAREST, true); 1966 } else { 1967 texture->setFilter(getFilter(paint), true); 1968 } 1969 1970 // No need to check for a UV mapper on the texture object, only ARGB_8888 1971 // bitmaps get packed in the atlas 1972 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1973 paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1974 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 1975} 1976 1977/** 1978 * Important note: this method is intended to draw batches of bitmaps and 1979 * will not set the scissor enable or dirty the current layer, if any. 1980 * The caller is responsible for properly dirtying the current layer. 1981 */ 1982status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 1983 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 1984 const Rect& bounds, const SkPaint* paint) { 1985 mCaches.activeTexture(0); 1986 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1987 if (!texture) return DrawGlInfo::kStatusDone; 1988 1989 const AutoTexture autoCleanup(texture); 1990 1991 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1992 texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true); 1993 1994 const float x = (int) floorf(bounds.left + 0.5f); 1995 const float y = (int) floorf(bounds.top + 0.5f); 1996 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 1997 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 1998 texture->id, paint, &vertices[0].x, &vertices[0].u, 1999 GL_TRIANGLES, bitmapCount * 6, true, 2000 kModelViewMode_Translate, false); 2001 } else { 2002 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2003 texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u, 2004 GL_TRIANGLES, bitmapCount * 6, false, true, 0, 2005 kModelViewMode_Translate, false); 2006 } 2007 2008 return DrawGlInfo::kStatusDrew; 2009} 2010 2011status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) { 2012 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 2013 return DrawGlInfo::kStatusDone; 2014 } 2015 2016 mCaches.activeTexture(0); 2017 Texture* texture = getTexture(bitmap); 2018 if (!texture) return DrawGlInfo::kStatusDone; 2019 const AutoTexture autoCleanup(texture); 2020 2021 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2022 drawAlphaBitmap(texture, 0, 0, paint); 2023 } else { 2024 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint); 2025 } 2026 2027 return DrawGlInfo::kStatusDrew; 2028} 2029 2030status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint) { 2031 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 2032 return DrawGlInfo::kStatusDone; 2033 } 2034 2035 mCaches.activeTexture(0); 2036 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2037 const AutoTexture autoCleanup(texture); 2038 2039 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2040 drawAlphaBitmap(texture, 0, 0, paint); 2041 } else { 2042 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint); 2043 } 2044 2045 return DrawGlInfo::kStatusDrew; 2046} 2047 2048status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 2049 const float* vertices, const int* colors, const SkPaint* paint) { 2050 if (!vertices || currentSnapshot()->isIgnored()) { 2051 return DrawGlInfo::kStatusDone; 2052 } 2053 2054 // TODO: use quickReject on bounds from vertices 2055 mCaches.enableScissor(); 2056 2057 float left = FLT_MAX; 2058 float top = FLT_MAX; 2059 float right = FLT_MIN; 2060 float bottom = FLT_MIN; 2061 2062 const uint32_t count = meshWidth * meshHeight * 6; 2063 2064 Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr 2065 mesh.setCapacity(count); 2066 ColorTextureVertex* vertex = mesh.editArray(); 2067 2068 bool cleanupColors = false; 2069 if (!colors) { 2070 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2071 int* newColors = new int[colorsCount]; 2072 memset(newColors, 0xff, colorsCount * sizeof(int)); 2073 colors = newColors; 2074 cleanupColors = true; 2075 } 2076 2077 mCaches.activeTexture(0); 2078 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2079 const UvMapper& mapper(getMapper(texture)); 2080 2081 for (int32_t y = 0; y < meshHeight; y++) { 2082 for (int32_t x = 0; x < meshWidth; x++) { 2083 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2084 2085 float u1 = float(x) / meshWidth; 2086 float u2 = float(x + 1) / meshWidth; 2087 float v1 = float(y) / meshHeight; 2088 float v2 = float(y + 1) / meshHeight; 2089 2090 mapper.map(u1, v1, u2, v2); 2091 2092 int ax = i + (meshWidth + 1) * 2; 2093 int ay = ax + 1; 2094 int bx = i; 2095 int by = bx + 1; 2096 int cx = i + 2; 2097 int cy = cx + 1; 2098 int dx = i + (meshWidth + 1) * 2 + 2; 2099 int dy = dx + 1; 2100 2101 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2102 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2103 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2104 2105 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2106 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2107 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2108 2109 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2110 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2111 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2112 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2113 } 2114 } 2115 2116 if (quickRejectSetupScissor(left, top, right, bottom)) { 2117 if (cleanupColors) delete[] colors; 2118 return DrawGlInfo::kStatusDone; 2119 } 2120 2121 if (!texture) { 2122 texture = mCaches.textureCache.get(bitmap); 2123 if (!texture) { 2124 if (cleanupColors) delete[] colors; 2125 return DrawGlInfo::kStatusDone; 2126 } 2127 } 2128 const AutoTexture autoCleanup(texture); 2129 2130 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2131 texture->setFilter(getFilter(paint), true); 2132 2133 int alpha; 2134 SkXfermode::Mode mode; 2135 getAlphaAndMode(paint, &alpha, &mode); 2136 2137 float a = alpha / 255.0f; 2138 2139 if (hasLayer()) { 2140 dirtyLayer(left, top, right, bottom, *currentTransform()); 2141 } 2142 2143 setupDraw(); 2144 setupDrawWithTextureAndColor(); 2145 setupDrawColor(a, a, a, a); 2146 setupDrawColorFilter(getColorFilter(paint)); 2147 setupDrawBlending(paint, true); 2148 setupDrawProgram(); 2149 setupDrawDirtyRegionsDisabled(); 2150 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f); 2151 setupDrawTexture(texture->id); 2152 setupDrawPureColorUniforms(); 2153 setupDrawColorFilterUniforms(getColorFilter(paint)); 2154 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r); 2155 2156 glDrawArrays(GL_TRIANGLES, 0, count); 2157 2158 int slot = mCaches.currentProgram->getAttrib("colors"); 2159 if (slot >= 0) { 2160 glDisableVertexAttribArray(slot); 2161 } 2162 2163 if (cleanupColors) delete[] colors; 2164 2165 return DrawGlInfo::kStatusDrew; 2166} 2167 2168status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, 2169 float srcLeft, float srcTop, float srcRight, float srcBottom, 2170 float dstLeft, float dstTop, float dstRight, float dstBottom, 2171 const SkPaint* paint) { 2172 if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) { 2173 return DrawGlInfo::kStatusDone; 2174 } 2175 2176 mCaches.activeTexture(0); 2177 Texture* texture = getTexture(bitmap); 2178 if (!texture) return DrawGlInfo::kStatusDone; 2179 const AutoTexture autoCleanup(texture); 2180 2181 const float width = texture->width; 2182 const float height = texture->height; 2183 2184 float u1 = fmax(0.0f, srcLeft / width); 2185 float v1 = fmax(0.0f, srcTop / height); 2186 float u2 = fmin(1.0f, srcRight / width); 2187 float v2 = fmin(1.0f, srcBottom / height); 2188 2189 getMapper(texture).map(u1, v1, u2, v2); 2190 2191 mCaches.unbindMeshBuffer(); 2192 resetDrawTextureTexCoords(u1, v1, u2, v2); 2193 2194 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2195 2196 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2197 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2198 2199 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2200 // Apply a scale transform on the canvas only when a shader is in use 2201 // Skia handles the ratio between the dst and src rects as a scale factor 2202 // when a shader is set 2203 bool useScaleTransform = getShader(paint) && scaled; 2204 bool ignoreTransform = false; 2205 2206 if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) { 2207 float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f); 2208 float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f); 2209 2210 dstRight = x + (dstRight - dstLeft); 2211 dstBottom = y + (dstBottom - dstTop); 2212 2213 dstLeft = x; 2214 dstTop = y; 2215 2216 texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true); 2217 ignoreTransform = true; 2218 } else { 2219 texture->setFilter(getFilter(paint), true); 2220 } 2221 2222 if (CC_UNLIKELY(useScaleTransform)) { 2223 save(SkCanvas::kMatrix_SaveFlag); 2224 translate(dstLeft, dstTop); 2225 scale(scaleX, scaleY); 2226 2227 dstLeft = 0.0f; 2228 dstTop = 0.0f; 2229 2230 dstRight = srcRight - srcLeft; 2231 dstBottom = srcBottom - srcTop; 2232 } 2233 2234 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2235 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2236 texture->id, paint, 2237 &mMeshVertices[0].x, &mMeshVertices[0].u, 2238 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2239 } else { 2240 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2241 texture->id, paint, texture->blend, 2242 &mMeshVertices[0].x, &mMeshVertices[0].u, 2243 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2244 } 2245 2246 if (CC_UNLIKELY(useScaleTransform)) { 2247 restore(); 2248 } 2249 2250 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2251 2252 return DrawGlInfo::kStatusDrew; 2253} 2254 2255status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch, 2256 float left, float top, float right, float bottom, const SkPaint* paint) { 2257 if (quickRejectSetupScissor(left, top, right, bottom)) { 2258 return DrawGlInfo::kStatusDone; 2259 } 2260 2261 AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap); 2262 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2263 right - left, bottom - top, patch); 2264 2265 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2266} 2267 2268status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 2269 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2270 const SkPaint* paint) { 2271 if (quickRejectSetupScissor(left, top, right, bottom)) { 2272 return DrawGlInfo::kStatusDone; 2273 } 2274 2275 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2276 mCaches.activeTexture(0); 2277 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2278 if (!texture) return DrawGlInfo::kStatusDone; 2279 const AutoTexture autoCleanup(texture); 2280 2281 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2282 texture->setFilter(GL_LINEAR, true); 2283 2284 const bool pureTranslate = currentTransform()->isPureTranslate(); 2285 // Mark the current layer dirty where we are going to draw the patch 2286 if (hasLayer() && mesh->hasEmptyQuads) { 2287 const float offsetX = left + currentTransform()->getTranslateX(); 2288 const float offsetY = top + currentTransform()->getTranslateY(); 2289 const size_t count = mesh->quads.size(); 2290 for (size_t i = 0; i < count; i++) { 2291 const Rect& bounds = mesh->quads.itemAt(i); 2292 if (CC_LIKELY(pureTranslate)) { 2293 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2294 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2295 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2296 } else { 2297 dirtyLayer(left + bounds.left, top + bounds.top, 2298 left + bounds.right, top + bounds.bottom, *currentTransform()); 2299 } 2300 } 2301 } 2302 2303 bool ignoreTransform = false; 2304 if (CC_LIKELY(pureTranslate)) { 2305 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 2306 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 2307 2308 right = x + right - left; 2309 bottom = y + bottom - top; 2310 left = x; 2311 top = y; 2312 ignoreTransform = true; 2313 } 2314 drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint, 2315 texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2316 GL_TRIANGLES, mesh->indexCount, false, ignoreTransform, 2317 mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads); 2318 } 2319 2320 return DrawGlInfo::kStatusDrew; 2321} 2322 2323/** 2324 * Important note: this method is intended to draw batches of 9-patch objects and 2325 * will not set the scissor enable or dirty the current layer, if any. 2326 * The caller is responsible for properly dirtying the current layer. 2327 */ 2328status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2329 TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) { 2330 mCaches.activeTexture(0); 2331 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2332 if (!texture) return DrawGlInfo::kStatusDone; 2333 const AutoTexture autoCleanup(texture); 2334 2335 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2336 texture->setFilter(GL_LINEAR, true); 2337 2338 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint, 2339 texture->blend, &vertices[0].x, &vertices[0].u, 2340 GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false); 2341 2342 return DrawGlInfo::kStatusDrew; 2343} 2344 2345status_t OpenGLRenderer::drawVertexBuffer(float translateX, float translateY, 2346 const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) { 2347 // not missing call to quickReject/dirtyLayer, always done at a higher level 2348 if (!vertexBuffer.getVertexCount()) { 2349 // no vertices to draw 2350 return DrawGlInfo::kStatusDone; 2351 } 2352 2353 Rect bounds(vertexBuffer.getBounds()); 2354 bounds.translate(translateX, translateY); 2355 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2356 2357 int color = paint->getColor(); 2358 bool isAA = paint->isAntiAlias(); 2359 2360 setupDraw(); 2361 setupDrawNoTexture(); 2362 if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp)); 2363 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2364 setupDrawColorFilter(getColorFilter(paint)); 2365 setupDrawShader(getShader(paint)); 2366 setupDrawBlending(paint, isAA); 2367 setupDrawProgram(); 2368 setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset), 2369 translateX, translateY, 0, 0); 2370 setupDrawColorUniforms(getShader(paint)); 2371 setupDrawColorFilterUniforms(getColorFilter(paint)); 2372 setupDrawShaderUniforms(getShader(paint)); 2373 2374 const void* vertices = vertexBuffer.getBuffer(); 2375 bool force = mCaches.unbindMeshBuffer(); 2376 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2377 mCaches.resetTexCoordsVertexPointer(); 2378 2379 int alphaSlot = -1; 2380 if (isAA) { 2381 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2382 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2383 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2384 glEnableVertexAttribArray(alphaSlot); 2385 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2386 } 2387 2388 const VertexBuffer::Mode mode = vertexBuffer.getMode(); 2389 if (mode == VertexBuffer::kStandard) { 2390 mCaches.unbindIndicesBuffer(); 2391 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2392 } else if (mode == VertexBuffer::kOnePolyRingShadow) { 2393 mCaches.bindShadowIndicesBuffer(); 2394 glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0); 2395 } else if (mode == VertexBuffer::kTwoPolyRingShadow) { 2396 mCaches.bindShadowIndicesBuffer(); 2397 glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0); 2398 } else if (mode == VertexBuffer::kIndices) { 2399 mCaches.unbindIndicesBuffer(); 2400 glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), GL_UNSIGNED_SHORT, 2401 vertexBuffer.getIndices()); 2402 } 2403 2404 if (isAA) { 2405 glDisableVertexAttribArray(alphaSlot); 2406 } 2407 2408 return DrawGlInfo::kStatusDrew; 2409} 2410 2411/** 2412 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2413 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2414 * screen space in all directions. However, instead of using a fragment shader to compute the 2415 * translucency of the color from its position, we simply use a varying parameter to define how far 2416 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2417 * 2418 * Doesn't yet support joins, caps, or path effects. 2419 */ 2420status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 2421 VertexBuffer vertexBuffer; 2422 // TODO: try clipping large paths to viewport 2423 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 2424 return drawVertexBuffer(vertexBuffer, paint); 2425} 2426 2427/** 2428 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2429 * and additional geometry for defining an alpha slope perimeter. 2430 * 2431 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2432 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2433 * in-shader alpha region, but found it to be taxing on some GPUs. 2434 * 2435 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2436 * memory transfer by removing need for degenerate vertices. 2437 */ 2438status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 2439 if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2440 2441 count &= ~0x3; // round down to nearest four 2442 2443 VertexBuffer buffer; 2444 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer); 2445 const Rect& bounds = buffer.getBounds(); 2446 2447 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2448 return DrawGlInfo::kStatusDone; 2449 } 2450 2451 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2452 return drawVertexBuffer(buffer, paint, displayFlags); 2453} 2454 2455status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 2456 if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; 2457 2458 count &= ~0x1; // round down to nearest two 2459 2460 VertexBuffer buffer; 2461 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer); 2462 2463 const Rect& bounds = buffer.getBounds(); 2464 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2465 return DrawGlInfo::kStatusDone; 2466 } 2467 2468 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2469 return drawVertexBuffer(buffer, paint, displayFlags); 2470} 2471 2472status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2473 // No need to check against the clip, we fill the clip region 2474 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 2475 2476 Rect clip(*currentClipRect()); 2477 clip.snapToPixelBoundaries(); 2478 2479 SkPaint paint; 2480 paint.setColor(color); 2481 paint.setXfermodeMode(mode); 2482 2483 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 2484 2485 return DrawGlInfo::kStatusDrew; 2486} 2487 2488status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2489 const SkPaint* paint) { 2490 if (!texture) return DrawGlInfo::kStatusDone; 2491 const AutoTexture autoCleanup(texture); 2492 2493 const float x = left + texture->left - texture->offset; 2494 const float y = top + texture->top - texture->offset; 2495 2496 drawPathTexture(texture, x, y, paint); 2497 2498 return DrawGlInfo::kStatusDrew; 2499} 2500 2501status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2502 float rx, float ry, const SkPaint* p) { 2503 if (currentSnapshot()->isIgnored() 2504 || quickRejectSetupScissor(left, top, right, bottom, p) 2505 || paintWillNotDraw(*p)) { 2506 return DrawGlInfo::kStatusDone; 2507 } 2508 2509 if (p->getPathEffect() != 0) { 2510 mCaches.activeTexture(0); 2511 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2512 right - left, bottom - top, rx, ry, p); 2513 return drawShape(left, top, texture, p); 2514 } 2515 2516 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect( 2517 *currentTransform(), *p, right - left, bottom - top, rx, ry); 2518 return drawVertexBuffer(left, top, *vertexBuffer, p); 2519} 2520 2521status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 2522 if (currentSnapshot()->isIgnored() 2523 || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p) 2524 || paintWillNotDraw(*p)) { 2525 return DrawGlInfo::kStatusDone; 2526 } 2527 if (p->getPathEffect() != 0) { 2528 mCaches.activeTexture(0); 2529 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2530 return drawShape(x - radius, y - radius, texture, p); 2531 } 2532 2533 SkPath path; 2534 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2535 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2536 } else { 2537 path.addCircle(x, y, radius); 2538 } 2539 return drawConvexPath(path, p); 2540} 2541 2542status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2543 const SkPaint* p) { 2544 if (currentSnapshot()->isIgnored() 2545 || quickRejectSetupScissor(left, top, right, bottom, p) 2546 || paintWillNotDraw(*p)) { 2547 return DrawGlInfo::kStatusDone; 2548 } 2549 2550 if (p->getPathEffect() != 0) { 2551 mCaches.activeTexture(0); 2552 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2553 return drawShape(left, top, texture, p); 2554 } 2555 2556 SkPath path; 2557 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2558 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2559 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2560 } 2561 path.addOval(rect); 2562 return drawConvexPath(path, p); 2563} 2564 2565status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2566 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 2567 if (currentSnapshot()->isIgnored() 2568 || quickRejectSetupScissor(left, top, right, bottom, p) 2569 || paintWillNotDraw(*p)) { 2570 return DrawGlInfo::kStatusDone; 2571 } 2572 2573 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2574 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2575 mCaches.activeTexture(0); 2576 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2577 startAngle, sweepAngle, useCenter, p); 2578 return drawShape(left, top, texture, p); 2579 } 2580 2581 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2582 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2583 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2584 } 2585 2586 SkPath path; 2587 if (useCenter) { 2588 path.moveTo(rect.centerX(), rect.centerY()); 2589 } 2590 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2591 if (useCenter) { 2592 path.close(); 2593 } 2594 return drawConvexPath(path, p); 2595} 2596 2597// See SkPaintDefaults.h 2598#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2599 2600status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 2601 const SkPaint* p) { 2602 if (currentSnapshot()->isIgnored() 2603 || quickRejectSetupScissor(left, top, right, bottom, p) 2604 || paintWillNotDraw(*p)) { 2605 return DrawGlInfo::kStatusDone; 2606 } 2607 2608 if (p->getStyle() != SkPaint::kFill_Style) { 2609 // only fill style is supported by drawConvexPath, since others have to handle joins 2610 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2611 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2612 mCaches.activeTexture(0); 2613 const PathTexture* texture = 2614 mCaches.pathCache.getRect(right - left, bottom - top, p); 2615 return drawShape(left, top, texture, p); 2616 } 2617 2618 SkPath path; 2619 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2620 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2621 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2622 } 2623 path.addRect(rect); 2624 return drawConvexPath(path, p); 2625 } 2626 2627 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 2628 SkPath path; 2629 path.addRect(left, top, right, bottom); 2630 return drawConvexPath(path, p); 2631 } else { 2632 drawColorRect(left, top, right, bottom, p); 2633 return DrawGlInfo::kStatusDrew; 2634 } 2635} 2636 2637void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 2638 int bytesCount, int count, const float* positions, 2639 FontRenderer& fontRenderer, int alpha, float x, float y) { 2640 mCaches.activeTexture(0); 2641 2642 TextShadow textShadow; 2643 if (!getTextShadow(paint, &textShadow)) { 2644 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 2645 } 2646 2647 // NOTE: The drop shadow will not perform gamma correction 2648 // if shader-based correction is enabled 2649 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2650 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2651 paint, text, bytesCount, count, textShadow.radius, positions); 2652 // If the drop shadow exceeds the max texture size or couldn't be 2653 // allocated, skip drawing 2654 if (!shadow) return; 2655 const AutoTexture autoCleanup(shadow); 2656 2657 const float sx = x - shadow->left + textShadow.dx; 2658 const float sy = y - shadow->top + textShadow.dy; 2659 2660 const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha; 2661 if (getShader(paint)) { 2662 textShadow.color = SK_ColorWHITE; 2663 } 2664 2665 setupDraw(); 2666 setupDrawWithTexture(true); 2667 setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha); 2668 setupDrawColorFilter(getColorFilter(paint)); 2669 setupDrawShader(getShader(paint)); 2670 setupDrawBlending(paint, true); 2671 setupDrawProgram(); 2672 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 2673 sx, sy, sx + shadow->width, sy + shadow->height); 2674 setupDrawTexture(shadow->id); 2675 setupDrawPureColorUniforms(); 2676 setupDrawColorFilterUniforms(getColorFilter(paint)); 2677 setupDrawShaderUniforms(getShader(paint)); 2678 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2679 2680 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2681} 2682 2683bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2684 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2685 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2686} 2687 2688status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2689 const float* positions, const SkPaint* paint) { 2690 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) { 2691 return DrawGlInfo::kStatusDone; 2692 } 2693 2694 // NOTE: Skia does not support perspective transform on drawPosText yet 2695 if (!currentTransform()->isSimple()) { 2696 return DrawGlInfo::kStatusDone; 2697 } 2698 2699 mCaches.enableScissor(); 2700 2701 float x = 0.0f; 2702 float y = 0.0f; 2703 const bool pureTranslate = currentTransform()->isPureTranslate(); 2704 if (pureTranslate) { 2705 x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2706 y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2707 } 2708 2709 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2710 fontRenderer.setFont(paint, SkMatrix::I()); 2711 2712 int alpha; 2713 SkXfermode::Mode mode; 2714 getAlphaAndMode(paint, &alpha, &mode); 2715 2716 if (CC_UNLIKELY(hasTextShadow(paint))) { 2717 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2718 alpha, 0.0f, 0.0f); 2719 } 2720 2721 // Pick the appropriate texture filtering 2722 bool linearFilter = currentTransform()->changesBounds(); 2723 if (pureTranslate && !linearFilter) { 2724 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2725 } 2726 fontRenderer.setTextureFiltering(linearFilter); 2727 2728 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2729 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2730 2731 const bool hasActiveLayer = hasLayer(); 2732 2733 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2734 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2735 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2736 if (hasActiveLayer) { 2737 if (!pureTranslate) { 2738 currentTransform()->mapRect(bounds); 2739 } 2740 dirtyLayerUnchecked(bounds, getRegion()); 2741 } 2742 } 2743 2744 return DrawGlInfo::kStatusDrew; 2745} 2746 2747bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const { 2748 if (CC_LIKELY(transform.isPureTranslate())) { 2749 outMatrix->setIdentity(); 2750 return false; 2751 } else if (CC_UNLIKELY(transform.isPerspective())) { 2752 outMatrix->setIdentity(); 2753 return true; 2754 } 2755 2756 /** 2757 * Input is a non-perspective, scaling transform. Generate a scale-only transform, 2758 * with values rounded to the nearest int. 2759 */ 2760 float sx, sy; 2761 transform.decomposeScale(sx, sy); 2762 outMatrix->setScale( 2763 roundf(fmaxf(1.0f, sx)), 2764 roundf(fmaxf(1.0f, sy))); 2765 return true; 2766} 2767 2768status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2769 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2770 DrawOpMode drawOpMode) { 2771 2772 if (drawOpMode == kDrawOpMode_Immediate) { 2773 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2774 // drawing as ops from DeferredDisplayList are already filtered for these 2775 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) || 2776 quickRejectSetupScissor(bounds)) { 2777 return DrawGlInfo::kStatusDone; 2778 } 2779 } 2780 2781 const float oldX = x; 2782 const float oldY = y; 2783 2784 const mat4& transform = *currentTransform(); 2785 const bool pureTranslate = transform.isPureTranslate(); 2786 2787 if (CC_LIKELY(pureTranslate)) { 2788 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2789 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2790 } 2791 2792 int alpha; 2793 SkXfermode::Mode mode; 2794 getAlphaAndMode(paint, &alpha, &mode); 2795 2796 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2797 2798 if (CC_UNLIKELY(hasTextShadow(paint))) { 2799 fontRenderer.setFont(paint, SkMatrix::I()); 2800 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2801 alpha, oldX, oldY); 2802 } 2803 2804 const bool hasActiveLayer = hasLayer(); 2805 2806 // We only pass a partial transform to the font renderer. That partial 2807 // matrix defines how glyphs are rasterized. Typically we want glyphs 2808 // to be rasterized at their final size on screen, which means the partial 2809 // matrix needs to take the scale factor into account. 2810 // When a partial matrix is used to transform glyphs during rasterization, 2811 // the mesh is generated with the inverse transform (in the case of scale, 2812 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2813 // apply the full transform matrix at draw time in the vertex shader. 2814 // Applying the full matrix in the shader is the easiest way to handle 2815 // rotation and perspective and allows us to always generated quads in the 2816 // font renderer which greatly simplifies the code, clipping in particular. 2817 SkMatrix fontTransform; 2818 bool linearFilter = findBestFontTransform(transform, &fontTransform) 2819 || fabs(y - (int) y) > 0.0f 2820 || fabs(x - (int) x) > 0.0f; 2821 fontRenderer.setFont(paint, fontTransform); 2822 fontRenderer.setTextureFiltering(linearFilter); 2823 2824 // TODO: Implement better clipping for scaled/rotated text 2825 const Rect* clip = !pureTranslate ? NULL : currentClipRect(); 2826 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2827 2828 bool status; 2829 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2830 2831 // don't call issuedrawcommand, do it at end of batch 2832 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2833 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2834 SkPaint paintCopy(*paint); 2835 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2836 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2837 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2838 } else { 2839 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2840 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2841 } 2842 2843 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2844 if (!pureTranslate) { 2845 transform.mapRect(layerBounds); 2846 } 2847 dirtyLayerUnchecked(layerBounds, getRegion()); 2848 } 2849 2850 drawTextDecorations(totalAdvance, oldX, oldY, paint); 2851 2852 return DrawGlInfo::kStatusDrew; 2853} 2854 2855status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 2856 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 2857 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) { 2858 return DrawGlInfo::kStatusDone; 2859 } 2860 2861 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2862 mCaches.enableScissor(); 2863 2864 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2865 fontRenderer.setFont(paint, SkMatrix::I()); 2866 fontRenderer.setTextureFiltering(true); 2867 2868 int alpha; 2869 SkXfermode::Mode mode; 2870 getAlphaAndMode(paint, &alpha, &mode); 2871 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 2872 2873 const Rect* clip = &mSnapshot->getLocalClip(); 2874 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2875 2876 const bool hasActiveLayer = hasLayer(); 2877 2878 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2879 hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) { 2880 if (hasActiveLayer) { 2881 currentTransform()->mapRect(bounds); 2882 dirtyLayerUnchecked(bounds, getRegion()); 2883 } 2884 } 2885 2886 return DrawGlInfo::kStatusDrew; 2887} 2888 2889status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 2890 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 2891 2892 mCaches.activeTexture(0); 2893 2894 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2895 if (!texture) return DrawGlInfo::kStatusDone; 2896 const AutoTexture autoCleanup(texture); 2897 2898 const float x = texture->left - texture->offset; 2899 const float y = texture->top - texture->offset; 2900 2901 drawPathTexture(texture, x, y, paint); 2902 2903 return DrawGlInfo::kStatusDrew; 2904} 2905 2906status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 2907 if (!layer) { 2908 return DrawGlInfo::kStatusDone; 2909 } 2910 2911 mat4* transform = NULL; 2912 if (layer->isTextureLayer()) { 2913 transform = &layer->getTransform(); 2914 if (!transform->isIdentity()) { 2915 save(SkCanvas::kMatrix_SaveFlag); 2916 concatMatrix(*transform); 2917 } 2918 } 2919 2920 bool clipRequired = false; 2921 const bool rejected = calculateQuickRejectForScissor(x, y, 2922 x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, NULL, false); 2923 2924 if (rejected) { 2925 if (transform && !transform->isIdentity()) { 2926 restore(); 2927 } 2928 return DrawGlInfo::kStatusDone; 2929 } 2930 2931 EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y, 2932 x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired); 2933 2934 updateLayer(layer, true); 2935 2936 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 2937 mCaches.activeTexture(0); 2938 2939 if (CC_LIKELY(!layer->region.isEmpty())) { 2940 if (layer->region.isRect()) { 2941 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2942 composeLayerRect(layer, layer->regionRect)); 2943 } else if (layer->mesh) { 2944 2945 const float a = getLayerAlpha(layer); 2946 setupDraw(); 2947 setupDrawWithTexture(); 2948 setupDrawColor(a, a, a, a); 2949 setupDrawColorFilter(layer->getColorFilter()); 2950 setupDrawBlending(layer); 2951 setupDrawProgram(); 2952 setupDrawPureColorUniforms(); 2953 setupDrawColorFilterUniforms(layer->getColorFilter()); 2954 setupDrawTexture(layer->getTexture()); 2955 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 2956 int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2957 int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2958 2959 layer->setFilter(GL_NEAREST); 2960 setupDrawModelView(kModelViewMode_Translate, false, tx, ty, 2961 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2962 } else { 2963 layer->setFilter(GL_LINEAR); 2964 setupDrawModelView(kModelViewMode_Translate, false, x, y, 2965 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2966 } 2967 2968 TextureVertex* mesh = &layer->mesh[0]; 2969 GLsizei elementsCount = layer->meshElementCount; 2970 2971 while (elementsCount > 0) { 2972 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 2973 2974 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 2975 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2976 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL)); 2977 2978 elementsCount -= drawCount; 2979 // Though there are 4 vertices in a quad, we use 6 indices per 2980 // quad to draw with GL_TRIANGLES 2981 mesh += (drawCount / 6) * 4; 2982 } 2983 2984#if DEBUG_LAYERS_AS_REGIONS 2985 drawRegionRectsDebug(layer->region); 2986#endif 2987 } 2988 2989 if (layer->debugDrawUpdate) { 2990 layer->debugDrawUpdate = false; 2991 2992 SkPaint paint; 2993 paint.setColor(0x7f00ff00); 2994 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint); 2995 } 2996 } 2997 layer->hasDrawnSinceUpdate = true; 2998 2999 if (transform && !transform->isIdentity()) { 3000 restore(); 3001 } 3002 3003 return DrawGlInfo::kStatusDrew; 3004} 3005 3006/////////////////////////////////////////////////////////////////////////////// 3007// Draw filters 3008/////////////////////////////////////////////////////////////////////////////// 3009 3010void OpenGLRenderer::resetPaintFilter() { 3011 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 3012 // comparison, see MergingDrawBatch::canMergeWith 3013 mDrawModifiers.mHasDrawFilter = false; 3014 mDrawModifiers.mPaintFilterClearBits = 0; 3015 mDrawModifiers.mPaintFilterSetBits = 0; 3016} 3017 3018void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 3019 // TODO: don't bother with boolean, it's redundant with clear/set bits 3020 mDrawModifiers.mHasDrawFilter = true; 3021 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3022 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3023} 3024 3025const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) { 3026 // TODO: use CompatFlagsDrawFilter here, and combine logic with android/graphics/DrawFilter.cpp 3027 // to avoid clobbering 0x02 paint flag 3028 3029 // Equivalent to the Java Paint's FILTER_BITMAP_FLAG. 3030 static const uint32_t sFilterBitmapFlag = 0x02; 3031 3032 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3033 return paint; 3034 } 3035 3036 const uint32_t clearBits = mDrawModifiers.mPaintFilterClearBits; 3037 const uint32_t setBits = mDrawModifiers.mPaintFilterSetBits; 3038 3039 const uint32_t flags = (paint->getFlags() & ~clearBits) | setBits; 3040 mFilteredPaint = *paint; 3041 mFilteredPaint.setFlags(flags); 3042 3043 // check if paint filter trying to override bitmap filter 3044 if ((clearBits | setBits) & sFilterBitmapFlag) { 3045 mFilteredPaint.setFilterLevel(flags & sFilterBitmapFlag 3046 ? SkPaint::kLow_FilterLevel : SkPaint::kNone_FilterLevel); 3047 } 3048 3049 return &mFilteredPaint; 3050} 3051 3052/////////////////////////////////////////////////////////////////////////////// 3053// Drawing implementation 3054/////////////////////////////////////////////////////////////////////////////// 3055 3056Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 3057 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3058 if (!texture) { 3059 return mCaches.textureCache.get(bitmap); 3060 } 3061 return texture; 3062} 3063 3064void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3065 float x, float y, const SkPaint* paint) { 3066 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) { 3067 return; 3068 } 3069 3070 int alpha; 3071 SkXfermode::Mode mode; 3072 getAlphaAndMode(paint, &alpha, &mode); 3073 3074 setupDraw(); 3075 setupDrawWithTexture(true); 3076 setupDrawAlpha8Color(paint->getColor(), alpha); 3077 setupDrawColorFilter(getColorFilter(paint)); 3078 setupDrawShader(getShader(paint)); 3079 setupDrawBlending(paint, true); 3080 setupDrawProgram(); 3081 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3082 x, y, x + texture->width, y + texture->height); 3083 setupDrawTexture(texture->id); 3084 setupDrawPureColorUniforms(); 3085 setupDrawColorFilterUniforms(getColorFilter(paint)); 3086 setupDrawShaderUniforms(getShader(paint)); 3087 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3088 3089 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3090} 3091 3092// Same values used by Skia 3093#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3094#define kStdUnderline_Offset (1.0f / 9.0f) 3095#define kStdUnderline_Thickness (1.0f / 18.0f) 3096 3097void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, 3098 const SkPaint* paint) { 3099 // Handle underline and strike-through 3100 uint32_t flags = paint->getFlags(); 3101 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3102 SkPaint paintCopy(*paint); 3103 3104 if (CC_LIKELY(underlineWidth > 0.0f)) { 3105 const float textSize = paintCopy.getTextSize(); 3106 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3107 3108 const float left = x; 3109 float top = 0.0f; 3110 3111 int linesCount = 0; 3112 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3113 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3114 3115 const int pointsCount = 4 * linesCount; 3116 float points[pointsCount]; 3117 int currentPoint = 0; 3118 3119 if (flags & SkPaint::kUnderlineText_Flag) { 3120 top = y + textSize * kStdUnderline_Offset; 3121 points[currentPoint++] = left; 3122 points[currentPoint++] = top; 3123 points[currentPoint++] = left + underlineWidth; 3124 points[currentPoint++] = top; 3125 } 3126 3127 if (flags & SkPaint::kStrikeThruText_Flag) { 3128 top = y + textSize * kStdStrikeThru_Offset; 3129 points[currentPoint++] = left; 3130 points[currentPoint++] = top; 3131 points[currentPoint++] = left + underlineWidth; 3132 points[currentPoint++] = top; 3133 } 3134 3135 paintCopy.setStrokeWidth(strokeWidth); 3136 3137 drawLines(&points[0], pointsCount, &paintCopy); 3138 } 3139 } 3140} 3141 3142status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 3143 if (currentSnapshot()->isIgnored()) { 3144 return DrawGlInfo::kStatusDone; 3145 } 3146 3147 return drawColorRects(rects, count, paint, false, true, true); 3148} 3149 3150static void mapPointFakeZ(Vector3& point, const mat4& transformXY, const mat4& transformZ) { 3151 // map z coordinate with true 3d matrix 3152 point.z = transformZ.mapZ(point); 3153 3154 // map x,y coordinates with draw/Skia matrix 3155 transformXY.mapPoint(point.x, point.y); 3156} 3157 3158status_t OpenGLRenderer::drawShadow(float casterAlpha, 3159 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) { 3160 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 3161 3162 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 3163 mCaches.enableScissor(); 3164 3165 SkPaint paint; 3166 paint.setAntiAlias(true); // want to use AlphaVertex 3167 3168 // The caller has made sure casterAlpha > 0. 3169 float ambientShadowAlpha = mAmbientShadowAlpha; 3170 if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) { 3171 ambientShadowAlpha = mCaches.propertyAmbientShadowStrength; 3172 } 3173 if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) { 3174 paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0); 3175 drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3176 } 3177 3178 float spotShadowAlpha = mSpotShadowAlpha; 3179 if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) { 3180 spotShadowAlpha = mCaches.propertySpotShadowStrength; 3181 } 3182 if (spotShadowVertexBuffer && spotShadowAlpha > 0) { 3183 paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0); 3184 drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3185 } 3186 3187 return DrawGlInfo::kStatusDrew; 3188} 3189 3190status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 3191 bool ignoreTransform, bool dirty, bool clip) { 3192 if (count == 0) { 3193 return DrawGlInfo::kStatusDone; 3194 } 3195 3196 int color = paint->getColor(); 3197 // If a shader is set, preserve only the alpha 3198 if (getShader(paint)) { 3199 color |= 0x00ffffff; 3200 } 3201 3202 float left = FLT_MAX; 3203 float top = FLT_MAX; 3204 float right = FLT_MIN; 3205 float bottom = FLT_MIN; 3206 3207 Vertex mesh[count]; 3208 Vertex* vertex = mesh; 3209 3210 for (int index = 0; index < count; index += 4) { 3211 float l = rects[index + 0]; 3212 float t = rects[index + 1]; 3213 float r = rects[index + 2]; 3214 float b = rects[index + 3]; 3215 3216 Vertex::set(vertex++, l, t); 3217 Vertex::set(vertex++, r, t); 3218 Vertex::set(vertex++, l, b); 3219 Vertex::set(vertex++, r, b); 3220 3221 left = fminf(left, l); 3222 top = fminf(top, t); 3223 right = fmaxf(right, r); 3224 bottom = fmaxf(bottom, b); 3225 } 3226 3227 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 3228 return DrawGlInfo::kStatusDone; 3229 } 3230 3231 setupDraw(); 3232 setupDrawNoTexture(); 3233 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3234 setupDrawShader(getShader(paint)); 3235 setupDrawColorFilter(getColorFilter(paint)); 3236 setupDrawBlending(paint); 3237 setupDrawProgram(); 3238 setupDrawDirtyRegionsDisabled(); 3239 setupDrawModelView(kModelViewMode_Translate, false, 3240 0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform); 3241 setupDrawColorUniforms(getShader(paint)); 3242 setupDrawShaderUniforms(getShader(paint)); 3243 setupDrawColorFilterUniforms(getColorFilter(paint)); 3244 3245 if (dirty && hasLayer()) { 3246 dirtyLayer(left, top, right, bottom, *currentTransform()); 3247 } 3248 3249 issueIndexedQuadDraw(&mesh[0], count / 4); 3250 3251 return DrawGlInfo::kStatusDrew; 3252} 3253 3254void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3255 const SkPaint* paint, bool ignoreTransform) { 3256 int color = paint->getColor(); 3257 // If a shader is set, preserve only the alpha 3258 if (getShader(paint)) { 3259 color |= 0x00ffffff; 3260 } 3261 3262 setupDraw(); 3263 setupDrawNoTexture(); 3264 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3265 setupDrawShader(getShader(paint)); 3266 setupDrawColorFilter(getColorFilter(paint)); 3267 setupDrawBlending(paint); 3268 setupDrawProgram(); 3269 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3270 left, top, right, bottom, ignoreTransform); 3271 setupDrawColorUniforms(getShader(paint)); 3272 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3273 setupDrawColorFilterUniforms(getColorFilter(paint)); 3274 setupDrawSimpleMesh(); 3275 3276 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3277} 3278 3279void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3280 Texture* texture, const SkPaint* paint) { 3281 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3282 3283 GLvoid* vertices = (GLvoid*) NULL; 3284 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3285 3286 if (texture->uvMapper) { 3287 vertices = &mMeshVertices[0].x; 3288 texCoords = &mMeshVertices[0].u; 3289 3290 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3291 texture->uvMapper->map(uvs); 3292 3293 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3294 } 3295 3296 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3297 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 3298 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 3299 3300 texture->setFilter(GL_NEAREST, true); 3301 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3302 paint, texture->blend, vertices, texCoords, 3303 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3304 } else { 3305 texture->setFilter(getFilter(paint), true); 3306 drawTextureMesh(left, top, right, bottom, texture->id, paint, 3307 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3308 } 3309 3310 if (texture->uvMapper) { 3311 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3312 } 3313} 3314 3315void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3316 GLuint texture, const SkPaint* paint, bool blend, 3317 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3318 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3319 ModelViewMode modelViewMode, bool dirty) { 3320 3321 int a; 3322 SkXfermode::Mode mode; 3323 getAlphaAndMode(paint, &a, &mode); 3324 const float alpha = a / 255.0f; 3325 3326 setupDraw(); 3327 setupDrawWithTexture(); 3328 setupDrawColor(alpha, alpha, alpha, alpha); 3329 setupDrawColorFilter(getColorFilter(paint)); 3330 setupDrawBlending(paint, blend, swapSrcDst); 3331 setupDrawProgram(); 3332 if (!dirty) setupDrawDirtyRegionsDisabled(); 3333 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3334 setupDrawTexture(texture); 3335 setupDrawPureColorUniforms(); 3336 setupDrawColorFilterUniforms(getColorFilter(paint)); 3337 setupDrawMesh(vertices, texCoords, vbo); 3338 3339 glDrawArrays(drawMode, 0, elementsCount); 3340} 3341 3342void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3343 GLuint texture, const SkPaint* paint, bool blend, 3344 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3345 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3346 ModelViewMode modelViewMode, bool dirty) { 3347 3348 int a; 3349 SkXfermode::Mode mode; 3350 getAlphaAndMode(paint, &a, &mode); 3351 const float alpha = a / 255.0f; 3352 3353 setupDraw(); 3354 setupDrawWithTexture(); 3355 setupDrawColor(alpha, alpha, alpha, alpha); 3356 setupDrawColorFilter(getColorFilter(paint)); 3357 setupDrawBlending(paint, blend, swapSrcDst); 3358 setupDrawProgram(); 3359 if (!dirty) setupDrawDirtyRegionsDisabled(); 3360 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3361 setupDrawTexture(texture); 3362 setupDrawPureColorUniforms(); 3363 setupDrawColorFilterUniforms(getColorFilter(paint)); 3364 setupDrawMeshIndices(vertices, texCoords, vbo); 3365 3366 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3367} 3368 3369void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3370 GLuint texture, const SkPaint* paint, 3371 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3372 bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) { 3373 3374 int color = paint != NULL ? paint->getColor() : 0; 3375 int alpha; 3376 SkXfermode::Mode mode; 3377 getAlphaAndMode(paint, &alpha, &mode); 3378 3379 setupDraw(); 3380 setupDrawWithTexture(true); 3381 if (paint != NULL) { 3382 setupDrawAlpha8Color(color, alpha); 3383 } 3384 setupDrawColorFilter(getColorFilter(paint)); 3385 setupDrawShader(getShader(paint)); 3386 setupDrawBlending(paint, true); 3387 setupDrawProgram(); 3388 if (!dirty) setupDrawDirtyRegionsDisabled(); 3389 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3390 setupDrawTexture(texture); 3391 setupDrawPureColorUniforms(); 3392 setupDrawColorFilterUniforms(getColorFilter(paint)); 3393 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3394 setupDrawMesh(vertices, texCoords); 3395 3396 glDrawArrays(drawMode, 0, elementsCount); 3397} 3398 3399void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3400 ProgramDescription& description, bool swapSrcDst) { 3401 3402 if (mSnapshot->roundRectClipState != NULL /*&& !mSkipOutlineClip*/) { 3403 blend = true; 3404 mDescription.hasRoundRectClip = true; 3405 } 3406 mSkipOutlineClip = true; 3407 3408 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3409 3410 if (blend) { 3411 // These blend modes are not supported by OpenGL directly and have 3412 // to be implemented using shaders. Since the shader will perform 3413 // the blending, turn blending off here 3414 // If the blend mode cannot be implemented using shaders, fall 3415 // back to the default SrcOver blend mode instead 3416 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3417 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3418 description.framebufferMode = mode; 3419 description.swapSrcDst = swapSrcDst; 3420 3421 if (mCaches.blend) { 3422 glDisable(GL_BLEND); 3423 mCaches.blend = false; 3424 } 3425 3426 return; 3427 } else { 3428 mode = SkXfermode::kSrcOver_Mode; 3429 } 3430 } 3431 3432 if (!mCaches.blend) { 3433 glEnable(GL_BLEND); 3434 } 3435 3436 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3437 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3438 3439 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3440 glBlendFunc(sourceMode, destMode); 3441 mCaches.lastSrcMode = sourceMode; 3442 mCaches.lastDstMode = destMode; 3443 } 3444 } else if (mCaches.blend) { 3445 glDisable(GL_BLEND); 3446 } 3447 mCaches.blend = blend; 3448} 3449 3450bool OpenGLRenderer::useProgram(Program* program) { 3451 if (!program->isInUse()) { 3452 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3453 program->use(); 3454 mCaches.currentProgram = program; 3455 return false; 3456 } 3457 return true; 3458} 3459 3460void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3461 TextureVertex* v = &mMeshVertices[0]; 3462 TextureVertex::setUV(v++, u1, v1); 3463 TextureVertex::setUV(v++, u2, v1); 3464 TextureVertex::setUV(v++, u1, v2); 3465 TextureVertex::setUV(v++, u2, v2); 3466} 3467 3468void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3469 getAlphaAndModeDirect(paint, alpha, mode); 3470 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3471 // if drawing a layer, ignore the paint's alpha 3472 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3473 } 3474 *alpha *= currentSnapshot()->alpha; 3475} 3476 3477float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 3478 float alpha; 3479 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3480 alpha = mDrawModifiers.mOverrideLayerAlpha; 3481 } else { 3482 alpha = layer->getAlpha() / 255.0f; 3483 } 3484 return alpha * currentSnapshot()->alpha; 3485} 3486 3487}; // namespace uirenderer 3488}; // namespace android 3489