OpenGLRenderer.cpp revision 5e49b307eb99269db2db257760508b8efd7bb97d
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <private/hwui/DrawGlInfo.h> 30 31#include <ui/Rect.h> 32 33#include "OpenGLRenderer.h" 34#include "DeferredDisplayList.h" 35#include "DisplayListRenderer.h" 36#include "Fence.h" 37#include "PathTessellator.h" 38#include "Properties.h" 39#include "Vector.h" 40 41namespace android { 42namespace uirenderer { 43 44/////////////////////////////////////////////////////////////////////////////// 45// Defines 46/////////////////////////////////////////////////////////////////////////////// 47 48#define RAD_TO_DEG (180.0f / 3.14159265f) 49#define MIN_ANGLE 0.001f 50 51#define ALPHA_THRESHOLD 0 52 53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 54 55/////////////////////////////////////////////////////////////////////////////// 56// Globals 57/////////////////////////////////////////////////////////////////////////////// 58 59/** 60 * Structure mapping Skia xfermodes to OpenGL blending factors. 61 */ 62struct Blender { 63 SkXfermode::Mode mode; 64 GLenum src; 65 GLenum dst; 66}; // struct Blender 67 68// In this array, the index of each Blender equals the value of the first 69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 70static const Blender gBlends[] = { 71 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 72 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 73 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 74 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 75 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 76 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 77 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 78 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 79 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 81 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 82 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 83 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 84 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 85 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 86}; 87 88// This array contains the swapped version of each SkXfermode. For instance 89// this array's SrcOver blending mode is actually DstOver. You can refer to 90// createLayer() for more information on the purpose of this array. 91static const Blender gBlendsSwap[] = { 92 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 93 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 94 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 95 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 96 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 97 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 98 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 99 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 100 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 101 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 102 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 103 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 104 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 105 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 106 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 107}; 108 109/////////////////////////////////////////////////////////////////////////////// 110// Functions 111/////////////////////////////////////////////////////////////////////////////// 112 113template<typename T> 114static inline T min(T a, T b) { 115 return a < b ? a : b; 116} 117 118/////////////////////////////////////////////////////////////////////////////// 119// Constructors/destructor 120/////////////////////////////////////////////////////////////////////////////// 121 122OpenGLRenderer::OpenGLRenderer(): 123 mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) { 124 // *set* draw modifiers to be 0 125 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 126 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 127 128 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 129 130 mFirstSnapshot = new Snapshot; 131 mFrameStarted = false; 132 mCountOverdraw = false; 133 134 mScissorOptimizationDisabled = false; 135} 136 137OpenGLRenderer::~OpenGLRenderer() { 138 // The context has already been destroyed at this point, do not call 139 // GL APIs. All GL state should be kept in Caches.h 140} 141 142void OpenGLRenderer::initProperties() { 143 char property[PROPERTY_VALUE_MAX]; 144 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 145 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 146 INIT_LOGD(" Scissor optimization %s", 147 mScissorOptimizationDisabled ? "disabled" : "enabled"); 148 } else { 149 INIT_LOGD(" Scissor optimization enabled"); 150 } 151} 152 153/////////////////////////////////////////////////////////////////////////////// 154// Setup 155/////////////////////////////////////////////////////////////////////////////// 156 157void OpenGLRenderer::setName(const char* name) { 158 if (name) { 159 mName.setTo(name); 160 } else { 161 mName.clear(); 162 } 163} 164 165const char* OpenGLRenderer::getName() const { 166 return mName.string(); 167} 168 169bool OpenGLRenderer::isDeferred() { 170 return false; 171} 172 173void OpenGLRenderer::setViewport(int width, int height) { 174 initViewport(width, height); 175 176 glDisable(GL_DITHER); 177 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 178 179 glEnableVertexAttribArray(Program::kBindingPosition); 180} 181 182void OpenGLRenderer::initViewport(int width, int height) { 183 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 184 185 mWidth = width; 186 mHeight = height; 187 188 mFirstSnapshot->height = height; 189 mFirstSnapshot->viewport.set(0, 0, width, height); 190} 191 192void OpenGLRenderer::setupFrameState(float left, float top, 193 float right, float bottom, bool opaque) { 194 mCaches.clearGarbage(); 195 196 mOpaque = opaque; 197 mSnapshot = new Snapshot(mFirstSnapshot, 198 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 199 mSnapshot->fbo = getTargetFbo(); 200 mSaveCount = 1; 201 202 mSnapshot->setClip(left, top, right, bottom); 203 mTilingClip.set(left, top, right, bottom); 204} 205 206status_t OpenGLRenderer::startFrame() { 207 if (mFrameStarted) return DrawGlInfo::kStatusDone; 208 mFrameStarted = true; 209 210 mDirtyClip = true; 211 212 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 213 214 glViewport(0, 0, mWidth, mHeight); 215 216 // Functors break the tiling extension in pretty spectacular ways 217 // This ensures we don't use tiling when a functor is going to be 218 // invoked during the frame 219 mSuppressTiling = mCaches.hasRegisteredFunctors(); 220 221 startTiling(mSnapshot, true); 222 223 debugOverdraw(true, true); 224 225 return clear(mTilingClip.left, mTilingClip.top, 226 mTilingClip.right, mTilingClip.bottom, mOpaque); 227} 228 229status_t OpenGLRenderer::prepare(bool opaque) { 230 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 231} 232 233status_t OpenGLRenderer::prepareDirty(float left, float top, 234 float right, float bottom, bool opaque) { 235 236 setupFrameState(left, top, right, bottom, opaque); 237 238 // Layer renderers will start the frame immediately 239 // The framebuffer renderer will first defer the display list 240 // for each layer and wait until the first drawing command 241 // to start the frame 242 if (mSnapshot->fbo == 0) { 243 syncState(); 244 updateLayers(); 245 } else { 246 return startFrame(); 247 } 248 249 return DrawGlInfo::kStatusDone; 250} 251 252void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 253 // If we know that we are going to redraw the entire framebuffer, 254 // perform a discard to let the driver know we don't need to preserve 255 // the back buffer for this frame. 256 if (mExtensions.hasDiscardFramebuffer() && 257 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 258 const bool isFbo = getTargetFbo() == 0; 259 const GLenum attachments[] = { 260 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 261 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 262 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 263 } 264} 265 266status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 267 if (!opaque || mCountOverdraw) { 268 mCaches.enableScissor(); 269 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 270 glClear(GL_COLOR_BUFFER_BIT); 271 return DrawGlInfo::kStatusDrew; 272 } 273 274 mCaches.resetScissor(); 275 return DrawGlInfo::kStatusDone; 276} 277 278void OpenGLRenderer::syncState() { 279 if (mCaches.blend) { 280 glEnable(GL_BLEND); 281 } else { 282 glDisable(GL_BLEND); 283 } 284} 285 286void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 287 if (!mSuppressTiling) { 288 Rect* clip = &mTilingClip; 289 if (s->flags & Snapshot::kFlagFboTarget) { 290 clip = &(s->layer->clipRect); 291 } 292 293 startTiling(*clip, s->height, opaque); 294 } 295} 296 297void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) { 298 if (!mSuppressTiling) { 299 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 300 clip.right - clip.left, clip.bottom - clip.top, opaque); 301 } 302} 303 304void OpenGLRenderer::endTiling() { 305 if (!mSuppressTiling) mCaches.endTiling(); 306} 307 308void OpenGLRenderer::finish() { 309 renderOverdraw(); 310 endTiling(); 311 312 // When finish() is invoked on FBO 0 we've reached the end 313 // of the current frame 314 if (getTargetFbo() == 0) { 315 mCaches.pathCache.trim(); 316 } 317 318 if (!suppressErrorChecks()) { 319#if DEBUG_OPENGL 320 GLenum status = GL_NO_ERROR; 321 while ((status = glGetError()) != GL_NO_ERROR) { 322 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 323 switch (status) { 324 case GL_INVALID_ENUM: 325 ALOGE(" GL_INVALID_ENUM"); 326 break; 327 case GL_INVALID_VALUE: 328 ALOGE(" GL_INVALID_VALUE"); 329 break; 330 case GL_INVALID_OPERATION: 331 ALOGE(" GL_INVALID_OPERATION"); 332 break; 333 case GL_OUT_OF_MEMORY: 334 ALOGE(" Out of memory!"); 335 break; 336 } 337 } 338#endif 339 340#if DEBUG_MEMORY_USAGE 341 mCaches.dumpMemoryUsage(); 342#else 343 if (mCaches.getDebugLevel() & kDebugMemory) { 344 mCaches.dumpMemoryUsage(); 345 } 346#endif 347 } 348 349 if (mCountOverdraw) { 350 countOverdraw(); 351 } 352 353 mFrameStarted = false; 354} 355 356void OpenGLRenderer::interrupt() { 357 if (mCaches.currentProgram) { 358 if (mCaches.currentProgram->isInUse()) { 359 mCaches.currentProgram->remove(); 360 mCaches.currentProgram = NULL; 361 } 362 } 363 mCaches.resetActiveTexture(); 364 mCaches.unbindMeshBuffer(); 365 mCaches.unbindIndicesBuffer(); 366 mCaches.resetVertexPointers(); 367 mCaches.disableTexCoordsVertexArray(); 368 debugOverdraw(false, false); 369} 370 371void OpenGLRenderer::resume() { 372 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 373 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 374 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 375 debugOverdraw(true, false); 376 377 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 378 379 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 380 mCaches.enableScissor(); 381 mCaches.resetScissor(); 382 dirtyClip(); 383 384 mCaches.activeTexture(0); 385 mCaches.resetBoundTextures(); 386 387 mCaches.blend = true; 388 glEnable(GL_BLEND); 389 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 390 glBlendEquation(GL_FUNC_ADD); 391} 392 393void OpenGLRenderer::resumeAfterLayer() { 394 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 395 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 396 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 397 debugOverdraw(true, false); 398 399 mCaches.resetScissor(); 400 dirtyClip(); 401} 402 403void OpenGLRenderer::detachFunctor(Functor* functor) { 404 mFunctors.remove(functor); 405} 406 407void OpenGLRenderer::attachFunctor(Functor* functor) { 408 mFunctors.add(functor); 409} 410 411status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 412 status_t result = DrawGlInfo::kStatusDone; 413 size_t count = mFunctors.size(); 414 415 if (count > 0) { 416 interrupt(); 417 SortedVector<Functor*> functors(mFunctors); 418 mFunctors.clear(); 419 420 DrawGlInfo info; 421 info.clipLeft = 0; 422 info.clipTop = 0; 423 info.clipRight = 0; 424 info.clipBottom = 0; 425 info.isLayer = false; 426 info.width = 0; 427 info.height = 0; 428 memset(info.transform, 0, sizeof(float) * 16); 429 430 for (size_t i = 0; i < count; i++) { 431 Functor* f = functors.itemAt(i); 432 result |= (*f)(DrawGlInfo::kModeProcess, &info); 433 434 if (result & DrawGlInfo::kStatusDraw) { 435 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 436 dirty.unionWith(localDirty); 437 } 438 439 if (result & DrawGlInfo::kStatusInvoke) { 440 mFunctors.add(f); 441 } 442 } 443 resume(); 444 } 445 446 return result; 447} 448 449status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 450 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 451 452 interrupt(); 453 detachFunctor(functor); 454 455 mCaches.enableScissor(); 456 if (mDirtyClip) { 457 setScissorFromClip(); 458 setStencilFromClip(); 459 } 460 461 Rect clip(*mSnapshot->clipRect); 462 clip.snapToPixelBoundaries(); 463 464 // Since we don't know what the functor will draw, let's dirty 465 // tne entire clip region 466 if (hasLayer()) { 467 dirtyLayerUnchecked(clip, getRegion()); 468 } 469 470 DrawGlInfo info; 471 info.clipLeft = clip.left; 472 info.clipTop = clip.top; 473 info.clipRight = clip.right; 474 info.clipBottom = clip.bottom; 475 info.isLayer = hasLayer(); 476 info.width = getSnapshot()->viewport.getWidth(); 477 info.height = getSnapshot()->height; 478 getSnapshot()->transform->copyTo(&info.transform[0]); 479 480 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info); 481 482 if (result != DrawGlInfo::kStatusDone) { 483 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 484 dirty.unionWith(localDirty); 485 486 if (result & DrawGlInfo::kStatusInvoke) { 487 mFunctors.add(functor); 488 } 489 } 490 491 resume(); 492 return result | DrawGlInfo::kStatusDrew; 493} 494 495/////////////////////////////////////////////////////////////////////////////// 496// Debug 497/////////////////////////////////////////////////////////////////////////////// 498 499void OpenGLRenderer::eventMark(const char* name) const { 500 mCaches.eventMark(0, name); 501} 502 503void OpenGLRenderer::startMark(const char* name) const { 504 mCaches.startMark(0, name); 505} 506 507void OpenGLRenderer::endMark() const { 508 mCaches.endMark(); 509} 510 511void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 512 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 513 if (clear) { 514 mCaches.disableScissor(); 515 mCaches.stencil.clear(); 516 } 517 if (enable) { 518 mCaches.stencil.enableDebugWrite(); 519 } else { 520 mCaches.stencil.disable(); 521 } 522 } 523} 524 525void OpenGLRenderer::renderOverdraw() { 526 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 527 const Rect* clip = &mTilingClip; 528 529 mCaches.enableScissor(); 530 mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom, 531 clip->right - clip->left, clip->bottom - clip->top); 532 533 mCaches.stencil.enableDebugTest(2); 534 drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode); 535 mCaches.stencil.enableDebugTest(3); 536 drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode); 537 mCaches.stencil.enableDebugTest(4); 538 drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode); 539 mCaches.stencil.enableDebugTest(4, true); 540 drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode); 541 mCaches.stencil.disable(); 542 } 543} 544 545void OpenGLRenderer::countOverdraw() { 546 size_t count = mWidth * mHeight; 547 uint32_t* buffer = new uint32_t[count]; 548 glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]); 549 550 size_t total = 0; 551 for (size_t i = 0; i < count; i++) { 552 total += buffer[i] & 0xff; 553 } 554 555 mOverdraw = total / float(count); 556 557 delete[] buffer; 558} 559 560/////////////////////////////////////////////////////////////////////////////// 561// Layers 562/////////////////////////////////////////////////////////////////////////////// 563 564bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 565 if (layer->deferredUpdateScheduled && layer->renderer && 566 layer->displayList && layer->displayList->isRenderable()) { 567 ATRACE_CALL(); 568 569 Rect& dirty = layer->dirtyRect; 570 571 if (inFrame) { 572 endTiling(); 573 debugOverdraw(false, false); 574 } 575 576 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 577 layer->render(); 578 } else { 579 layer->defer(); 580 } 581 582 if (inFrame) { 583 resumeAfterLayer(); 584 startTiling(mSnapshot); 585 } 586 587 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 588 layer->hasDrawnSinceUpdate = false; 589 590 return true; 591 } 592 593 return false; 594} 595 596void OpenGLRenderer::updateLayers() { 597 // If draw deferring is enabled this method will simply defer 598 // the display list of each individual layer. The layers remain 599 // in the layer updates list which will be cleared by flushLayers(). 600 int count = mLayerUpdates.size(); 601 if (count > 0) { 602 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 603 startMark("Layer Updates"); 604 } else { 605 startMark("Defer Layer Updates"); 606 } 607 608 // Note: it is very important to update the layers in order 609 for (int i = 0; i < count; i++) { 610 Layer* layer = mLayerUpdates.itemAt(i); 611 updateLayer(layer, false); 612 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 613 mCaches.resourceCache.decrementRefcount(layer); 614 } 615 } 616 617 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 618 mLayerUpdates.clear(); 619 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 620 } 621 endMark(); 622 } 623} 624 625void OpenGLRenderer::flushLayers() { 626 int count = mLayerUpdates.size(); 627 if (count > 0) { 628 startMark("Apply Layer Updates"); 629 char layerName[12]; 630 631 // Note: it is very important to update the layers in order 632 for (int i = 0; i < count; i++) { 633 sprintf(layerName, "Layer #%d", i); 634 startMark(layerName); 635 636 ATRACE_BEGIN("flushLayer"); 637 Layer* layer = mLayerUpdates.itemAt(i); 638 layer->flush(); 639 ATRACE_END(); 640 641 mCaches.resourceCache.decrementRefcount(layer); 642 643 endMark(); 644 } 645 646 mLayerUpdates.clear(); 647 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 648 649 endMark(); 650 } 651} 652 653void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 654 if (layer) { 655 // Make sure we don't introduce duplicates. 656 // SortedVector would do this automatically but we need to respect 657 // the insertion order. The linear search is not an issue since 658 // this list is usually very short (typically one item, at most a few) 659 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 660 if (mLayerUpdates.itemAt(i) == layer) { 661 return; 662 } 663 } 664 mLayerUpdates.push_back(layer); 665 mCaches.resourceCache.incrementRefcount(layer); 666 } 667} 668 669void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 670 if (layer) { 671 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 672 if (mLayerUpdates.itemAt(i) == layer) { 673 mLayerUpdates.removeAt(i); 674 mCaches.resourceCache.decrementRefcount(layer); 675 break; 676 } 677 } 678 } 679} 680 681void OpenGLRenderer::clearLayerUpdates() { 682 size_t count = mLayerUpdates.size(); 683 if (count > 0) { 684 mCaches.resourceCache.lock(); 685 for (size_t i = 0; i < count; i++) { 686 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 687 } 688 mCaches.resourceCache.unlock(); 689 mLayerUpdates.clear(); 690 } 691} 692 693void OpenGLRenderer::flushLayerUpdates() { 694 syncState(); 695 updateLayers(); 696 flushLayers(); 697 // Wait for all the layer updates to be executed 698 AutoFence fence; 699} 700 701/////////////////////////////////////////////////////////////////////////////// 702// State management 703/////////////////////////////////////////////////////////////////////////////// 704 705int OpenGLRenderer::getSaveCount() const { 706 return mSaveCount; 707} 708 709int OpenGLRenderer::save(int flags) { 710 return saveSnapshot(flags); 711} 712 713void OpenGLRenderer::restore() { 714 if (mSaveCount > 1) { 715 restoreSnapshot(); 716 } 717} 718 719void OpenGLRenderer::restoreToCount(int saveCount) { 720 if (saveCount < 1) saveCount = 1; 721 722 while (mSaveCount > saveCount) { 723 restoreSnapshot(); 724 } 725} 726 727int OpenGLRenderer::saveSnapshot(int flags) { 728 mSnapshot = new Snapshot(mSnapshot, flags); 729 return mSaveCount++; 730} 731 732bool OpenGLRenderer::restoreSnapshot() { 733 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 734 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 735 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 736 737 sp<Snapshot> current = mSnapshot; 738 sp<Snapshot> previous = mSnapshot->previous; 739 740 if (restoreOrtho) { 741 Rect& r = previous->viewport; 742 glViewport(r.left, r.top, r.right, r.bottom); 743 mOrthoMatrix.load(current->orthoMatrix); 744 } 745 746 mSaveCount--; 747 mSnapshot = previous; 748 749 if (restoreClip) { 750 dirtyClip(); 751 } 752 753 if (restoreLayer) { 754 endMark(); // Savelayer 755 startMark("ComposeLayer"); 756 composeLayer(current, previous); 757 endMark(); 758 } 759 760 return restoreClip; 761} 762 763/////////////////////////////////////////////////////////////////////////////// 764// Layers 765/////////////////////////////////////////////////////////////////////////////// 766 767int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 768 int alpha, SkXfermode::Mode mode, int flags) { 769 const GLuint previousFbo = mSnapshot->fbo; 770 const int count = saveSnapshot(flags); 771 772 if (!mSnapshot->isIgnored()) { 773 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 774 } 775 776 return count; 777} 778 779void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 780 const Rect untransformedBounds(bounds); 781 782 currentTransform().mapRect(bounds); 783 784 // Layers only make sense if they are in the framebuffer's bounds 785 if (bounds.intersect(*mSnapshot->clipRect)) { 786 // We cannot work with sub-pixels in this case 787 bounds.snapToPixelBoundaries(); 788 789 // When the layer is not an FBO, we may use glCopyTexImage so we 790 // need to make sure the layer does not extend outside the bounds 791 // of the framebuffer 792 if (!bounds.intersect(mSnapshot->previous->viewport)) { 793 bounds.setEmpty(); 794 } else if (fboLayer) { 795 clip.set(bounds); 796 mat4 inverse; 797 inverse.loadInverse(currentTransform()); 798 inverse.mapRect(clip); 799 clip.snapToPixelBoundaries(); 800 if (clip.intersect(untransformedBounds)) { 801 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 802 bounds.set(untransformedBounds); 803 } else { 804 clip.setEmpty(); 805 } 806 } 807 } else { 808 bounds.setEmpty(); 809 } 810} 811 812void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 813 bool fboLayer, int alpha) { 814 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 815 bounds.getHeight() > mCaches.maxTextureSize || 816 (fboLayer && clip.isEmpty())) { 817 mSnapshot->empty = fboLayer; 818 } else { 819 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 820 } 821} 822 823int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 824 int alpha, SkXfermode::Mode mode, int flags) { 825 const GLuint previousFbo = mSnapshot->fbo; 826 const int count = saveSnapshot(flags); 827 828 if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 829 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 830 // operations will be able to store and restore the current clip and transform info, and 831 // quick rejection will be correct (for display lists) 832 833 Rect bounds(left, top, right, bottom); 834 Rect clip; 835 calculateLayerBoundsAndClip(bounds, clip, true); 836 updateSnapshotIgnoreForLayer(bounds, clip, true, alpha); 837 838 if (!mSnapshot->isIgnored()) { 839 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 840 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 841 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 842 } 843 } 844 845 return count; 846} 847 848 849/** 850 * Layers are viewed by Skia are slightly different than layers in image editing 851 * programs (for instance.) When a layer is created, previously created layers 852 * and the frame buffer still receive every drawing command. For instance, if a 853 * layer is created and a shape intersecting the bounds of the layers and the 854 * framebuffer is draw, the shape will be drawn on both (unless the layer was 855 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 856 * 857 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 858 * texture. Unfortunately, this is inefficient as it requires every primitive to 859 * be drawn n + 1 times, where n is the number of active layers. In practice this 860 * means, for every primitive: 861 * - Switch active frame buffer 862 * - Change viewport, clip and projection matrix 863 * - Issue the drawing 864 * 865 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 866 * To avoid this, layers are implemented in a different way here, at least in the 867 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 868 * is set. When this flag is set we can redirect all drawing operations into a 869 * single FBO. 870 * 871 * This implementation relies on the frame buffer being at least RGBA 8888. When 872 * a layer is created, only a texture is created, not an FBO. The content of the 873 * frame buffer contained within the layer's bounds is copied into this texture 874 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 875 * buffer and drawing continues as normal. This technique therefore treats the 876 * frame buffer as a scratch buffer for the layers. 877 * 878 * To compose the layers back onto the frame buffer, each layer texture 879 * (containing the original frame buffer data) is drawn as a simple quad over 880 * the frame buffer. The trick is that the quad is set as the composition 881 * destination in the blending equation, and the frame buffer becomes the source 882 * of the composition. 883 * 884 * Drawing layers with an alpha value requires an extra step before composition. 885 * An empty quad is drawn over the layer's region in the frame buffer. This quad 886 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 887 * quad is used to multiply the colors in the frame buffer. This is achieved by 888 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 889 * GL_ZERO, GL_SRC_ALPHA. 890 * 891 * Because glCopyTexImage2D() can be slow, an alternative implementation might 892 * be use to draw a single clipped layer. The implementation described above 893 * is correct in every case. 894 * 895 * (1) The frame buffer is actually not cleared right away. To allow the GPU 896 * to potentially optimize series of calls to glCopyTexImage2D, the frame 897 * buffer is left untouched until the first drawing operation. Only when 898 * something actually gets drawn are the layers regions cleared. 899 */ 900bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 901 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 902 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 903 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 904 905 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 906 907 // Window coordinates of the layer 908 Rect clip; 909 Rect bounds(left, top, right, bottom); 910 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 911 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha); 912 913 // Bail out if we won't draw in this snapshot 914 if (mSnapshot->isIgnored()) { 915 return false; 916 } 917 918 mCaches.activeTexture(0); 919 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 920 if (!layer) { 921 return false; 922 } 923 924 layer->setAlpha(alpha, mode); 925 layer->layer.set(bounds); 926 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 927 bounds.getWidth() / float(layer->getWidth()), 0.0f); 928 layer->setColorFilter(mDrawModifiers.mColorFilter); 929 layer->setBlend(true); 930 layer->setDirty(false); 931 932 // Save the layer in the snapshot 933 mSnapshot->flags |= Snapshot::kFlagIsLayer; 934 mSnapshot->layer = layer; 935 936 startMark("SaveLayer"); 937 if (fboLayer) { 938 return createFboLayer(layer, bounds, clip, previousFbo); 939 } else { 940 // Copy the framebuffer into the layer 941 layer->bindTexture(); 942 if (!bounds.isEmpty()) { 943 if (layer->isEmpty()) { 944 // Workaround for some GL drivers. When reading pixels lying outside 945 // of the window we should get undefined values for those pixels. 946 // Unfortunately some drivers will turn the entire target texture black 947 // when reading outside of the window. 948 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 949 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); 950 layer->setEmpty(false); 951 } 952 953 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 954 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 955 956 // Enqueue the buffer coordinates to clear the corresponding region later 957 mLayers.push(new Rect(bounds)); 958 } 959 } 960 961 return true; 962} 963 964bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 965 layer->clipRect.set(clip); 966 layer->setFbo(mCaches.fboCache.get()); 967 968 mSnapshot->region = &mSnapshot->layer->region; 969 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer | 970 Snapshot::kFlagDirtyOrtho; 971 mSnapshot->fbo = layer->getFbo(); 972 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 973 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 974 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 975 mSnapshot->height = bounds.getHeight(); 976 mSnapshot->orthoMatrix.load(mOrthoMatrix); 977 978 endTiling(); 979 debugOverdraw(false, false); 980 // Bind texture to FBO 981 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 982 layer->bindTexture(); 983 984 // Initialize the texture if needed 985 if (layer->isEmpty()) { 986 layer->allocateTexture(); 987 layer->setEmpty(false); 988 } 989 990 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 991 layer->getTexture(), 0); 992 993 startTiling(mSnapshot, true); 994 995 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 996 mCaches.enableScissor(); 997 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 998 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 999 glClear(GL_COLOR_BUFFER_BIT); 1000 1001 dirtyClip(); 1002 1003 // Change the ortho projection 1004 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 1005 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 1006 1007 return true; 1008} 1009 1010/** 1011 * Read the documentation of createLayer() before doing anything in this method. 1012 */ 1013void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 1014 if (!current->layer) { 1015 ALOGE("Attempting to compose a layer that does not exist"); 1016 return; 1017 } 1018 1019 Layer* layer = current->layer; 1020 const Rect& rect = layer->layer; 1021 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 1022 1023 bool clipRequired = false; 1024 quickRejectNoScissor(rect, &clipRequired); // safely ignore return, should never be rejected 1025 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1026 1027 if (fboLayer) { 1028 endTiling(); 1029 1030 // Detach the texture from the FBO 1031 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 1032 1033 layer->removeFbo(false); 1034 1035 // Unbind current FBO and restore previous one 1036 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 1037 debugOverdraw(true, false); 1038 1039 startTiling(previous); 1040 } 1041 1042 if (!fboLayer && layer->getAlpha() < 255) { 1043 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 1044 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 1045 // Required below, composeLayerRect() will divide by 255 1046 layer->setAlpha(255); 1047 } 1048 1049 mCaches.unbindMeshBuffer(); 1050 1051 mCaches.activeTexture(0); 1052 1053 // When the layer is stored in an FBO, we can save a bit of fillrate by 1054 // drawing only the dirty region 1055 if (fboLayer) { 1056 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 1057 if (layer->getColorFilter()) { 1058 setupColorFilter(layer->getColorFilter()); 1059 } 1060 composeLayerRegion(layer, rect); 1061 if (layer->getColorFilter()) { 1062 resetColorFilter(); 1063 } 1064 } else if (!rect.isEmpty()) { 1065 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 1066 composeLayerRect(layer, rect, true); 1067 } 1068 1069 dirtyClip(); 1070 1071 // Failing to add the layer to the cache should happen only if the layer is too large 1072 if (!mCaches.layerCache.put(layer)) { 1073 LAYER_LOGD("Deleting layer"); 1074 Caches::getInstance().resourceCache.decrementRefcount(layer); 1075 } 1076} 1077 1078void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 1079 float alpha = getLayerAlpha(layer); 1080 1081 setupDraw(); 1082 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1083 setupDrawWithTexture(); 1084 } else { 1085 setupDrawWithExternalTexture(); 1086 } 1087 setupDrawTextureTransform(); 1088 setupDrawColor(alpha, alpha, alpha, alpha); 1089 setupDrawColorFilter(); 1090 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 1091 setupDrawProgram(); 1092 setupDrawPureColorUniforms(); 1093 setupDrawColorFilterUniforms(); 1094 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1095 setupDrawTexture(layer->getTexture()); 1096 } else { 1097 setupDrawExternalTexture(layer->getTexture()); 1098 } 1099 if (currentTransform().isPureTranslate() && 1100 layer->getWidth() == (uint32_t) rect.getWidth() && 1101 layer->getHeight() == (uint32_t) rect.getHeight()) { 1102 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1103 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1104 1105 layer->setFilter(GL_NEAREST); 1106 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1107 } else { 1108 layer->setFilter(GL_LINEAR); 1109 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 1110 } 1111 setupDrawTextureTransformUniforms(layer->getTexTransform()); 1112 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 1113 1114 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1115 1116 finishDrawTexture(); 1117} 1118 1119void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 1120 if (!layer->isTextureLayer()) { 1121 const Rect& texCoords = layer->texCoords; 1122 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 1123 texCoords.right, texCoords.bottom); 1124 1125 float x = rect.left; 1126 float y = rect.top; 1127 bool simpleTransform = currentTransform().isPureTranslate() && 1128 layer->getWidth() == (uint32_t) rect.getWidth() && 1129 layer->getHeight() == (uint32_t) rect.getHeight(); 1130 1131 if (simpleTransform) { 1132 // When we're swapping, the layer is already in screen coordinates 1133 if (!swap) { 1134 x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1135 y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1136 } 1137 1138 layer->setFilter(GL_NEAREST, true); 1139 } else { 1140 layer->setFilter(GL_LINEAR, true); 1141 } 1142 1143 float alpha = getLayerAlpha(layer); 1144 bool blend = layer->isBlend() || alpha < 1.0f; 1145 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1146 layer->getTexture(), alpha, layer->getMode(), blend, 1147 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1148 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1149 1150 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1151 } else { 1152 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1153 drawTextureLayer(layer, rect); 1154 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1155 } 1156} 1157 1158/** 1159 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1160 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1161 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1162 * by saveLayer's restore 1163 */ 1164#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1165 DRAW_COMMAND; \ 1166 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1167 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1168 DRAW_COMMAND; \ 1169 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1170 } \ 1171 } 1172 1173#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1174 1175void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1176 if (layer->region.isRect()) { 1177 layer->setRegionAsRect(); 1178 1179 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1180 1181 layer->region.clear(); 1182 return; 1183 } 1184 1185 if (CC_LIKELY(!layer->region.isEmpty())) { 1186 size_t count; 1187 const android::Rect* rects; 1188 Region safeRegion; 1189 if (CC_LIKELY(hasRectToRectTransform())) { 1190 rects = layer->region.getArray(&count); 1191 } else { 1192 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1193 rects = safeRegion.getArray(&count); 1194 } 1195 1196 const float alpha = getLayerAlpha(layer); 1197 const float texX = 1.0f / float(layer->getWidth()); 1198 const float texY = 1.0f / float(layer->getHeight()); 1199 const float height = rect.getHeight(); 1200 1201 setupDraw(); 1202 1203 // We must get (and therefore bind) the region mesh buffer 1204 // after we setup drawing in case we need to mess with the 1205 // stencil buffer in setupDraw() 1206 TextureVertex* mesh = mCaches.getRegionMesh(); 1207 uint32_t numQuads = 0; 1208 1209 setupDrawWithTexture(); 1210 setupDrawColor(alpha, alpha, alpha, alpha); 1211 setupDrawColorFilter(); 1212 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1213 setupDrawProgram(); 1214 setupDrawDirtyRegionsDisabled(); 1215 setupDrawPureColorUniforms(); 1216 setupDrawColorFilterUniforms(); 1217 setupDrawTexture(layer->getTexture()); 1218 if (currentTransform().isPureTranslate()) { 1219 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1220 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1221 1222 layer->setFilter(GL_NEAREST); 1223 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1224 } else { 1225 layer->setFilter(GL_LINEAR); 1226 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1227 } 1228 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 1229 1230 for (size_t i = 0; i < count; i++) { 1231 const android::Rect* r = &rects[i]; 1232 1233 const float u1 = r->left * texX; 1234 const float v1 = (height - r->top) * texY; 1235 const float u2 = r->right * texX; 1236 const float v2 = (height - r->bottom) * texY; 1237 1238 // TODO: Reject quads outside of the clip 1239 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1240 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1241 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1242 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1243 1244 numQuads++; 1245 1246 if (numQuads >= gMaxNumberOfQuads) { 1247 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1248 GL_UNSIGNED_SHORT, NULL)); 1249 numQuads = 0; 1250 mesh = mCaches.getRegionMesh(); 1251 } 1252 } 1253 1254 if (numQuads > 0) { 1255 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1256 GL_UNSIGNED_SHORT, NULL)); 1257 } 1258 1259 finishDrawTexture(); 1260 1261#if DEBUG_LAYERS_AS_REGIONS 1262 drawRegionRects(layer->region); 1263#endif 1264 1265 layer->region.clear(); 1266 } 1267} 1268 1269void OpenGLRenderer::drawRegionRects(const Region& region) { 1270#if DEBUG_LAYERS_AS_REGIONS 1271 size_t count; 1272 const android::Rect* rects = region.getArray(&count); 1273 1274 uint32_t colors[] = { 1275 0x7fff0000, 0x7f00ff00, 1276 0x7f0000ff, 0x7fff00ff, 1277 }; 1278 1279 int offset = 0; 1280 int32_t top = rects[0].top; 1281 1282 for (size_t i = 0; i < count; i++) { 1283 if (top != rects[i].top) { 1284 offset ^= 0x2; 1285 top = rects[i].top; 1286 } 1287 1288 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1289 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1290 SkXfermode::kSrcOver_Mode); 1291 } 1292#endif 1293} 1294 1295void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color, 1296 SkXfermode::Mode mode, bool dirty) { 1297 Vector<float> rects; 1298 1299 SkRegion::Iterator it(region); 1300 while (!it.done()) { 1301 const SkIRect& r = it.rect(); 1302 rects.push(r.fLeft); 1303 rects.push(r.fTop); 1304 rects.push(r.fRight); 1305 rects.push(r.fBottom); 1306 it.next(); 1307 } 1308 1309 drawColorRects(rects.array(), rects.size(), color, mode, true, dirty, false); 1310} 1311 1312void OpenGLRenderer::dirtyLayer(const float left, const float top, 1313 const float right, const float bottom, const mat4 transform) { 1314 if (hasLayer()) { 1315 Rect bounds(left, top, right, bottom); 1316 transform.mapRect(bounds); 1317 dirtyLayerUnchecked(bounds, getRegion()); 1318 } 1319} 1320 1321void OpenGLRenderer::dirtyLayer(const float left, const float top, 1322 const float right, const float bottom) { 1323 if (hasLayer()) { 1324 Rect bounds(left, top, right, bottom); 1325 dirtyLayerUnchecked(bounds, getRegion()); 1326 } 1327} 1328 1329void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1330 if (bounds.intersect(*mSnapshot->clipRect)) { 1331 bounds.snapToPixelBoundaries(); 1332 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1333 if (!dirty.isEmpty()) { 1334 region->orSelf(dirty); 1335 } 1336 } 1337} 1338 1339void OpenGLRenderer::drawIndexedQuads(Vertex* mesh, GLsizei quadsCount) { 1340 GLsizei elementsCount = quadsCount * 6; 1341 while (elementsCount > 0) { 1342 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 1343 1344 setupDrawIndexedVertices(&mesh[0].position[0]); 1345 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL); 1346 1347 elementsCount -= drawCount; 1348 // Though there are 4 vertices in a quad, we use 6 indices per 1349 // quad to draw with GL_TRIANGLES 1350 mesh += (drawCount / 6) * 4; 1351 } 1352} 1353 1354void OpenGLRenderer::clearLayerRegions() { 1355 const size_t count = mLayers.size(); 1356 if (count == 0) return; 1357 1358 if (!mSnapshot->isIgnored()) { 1359 // Doing several glScissor/glClear here can negatively impact 1360 // GPUs with a tiler architecture, instead we draw quads with 1361 // the Clear blending mode 1362 1363 // The list contains bounds that have already been clipped 1364 // against their initial clip rect, and the current clip 1365 // is likely different so we need to disable clipping here 1366 bool scissorChanged = mCaches.disableScissor(); 1367 1368 Vertex mesh[count * 4]; 1369 Vertex* vertex = mesh; 1370 1371 for (uint32_t i = 0; i < count; i++) { 1372 Rect* bounds = mLayers.itemAt(i); 1373 1374 Vertex::set(vertex++, bounds->left, bounds->top); 1375 Vertex::set(vertex++, bounds->right, bounds->top); 1376 Vertex::set(vertex++, bounds->left, bounds->bottom); 1377 Vertex::set(vertex++, bounds->right, bounds->bottom); 1378 1379 delete bounds; 1380 } 1381 // We must clear the list of dirty rects before we 1382 // call setupDraw() to prevent stencil setup to do 1383 // the same thing again 1384 mLayers.clear(); 1385 1386 setupDraw(false); 1387 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1388 setupDrawBlending(true, SkXfermode::kClear_Mode); 1389 setupDrawProgram(); 1390 setupDrawPureColorUniforms(); 1391 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1392 1393 drawIndexedQuads(&mesh[0], count); 1394 1395 if (scissorChanged) mCaches.enableScissor(); 1396 } else { 1397 for (uint32_t i = 0; i < count; i++) { 1398 delete mLayers.itemAt(i); 1399 } 1400 mLayers.clear(); 1401 } 1402} 1403 1404/////////////////////////////////////////////////////////////////////////////// 1405// State Deferral 1406/////////////////////////////////////////////////////////////////////////////// 1407 1408bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1409 const Rect& currentClip = *(mSnapshot->clipRect); 1410 const mat4& currentMatrix = *(mSnapshot->transform); 1411 1412 if (stateDeferFlags & kStateDeferFlag_Draw) { 1413 // state has bounds initialized in local coordinates 1414 if (!state.mBounds.isEmpty()) { 1415 currentMatrix.mapRect(state.mBounds); 1416 Rect clippedBounds(state.mBounds); 1417 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1418 // is used, it should more closely duplicate the quickReject logic (in how it uses 1419 // snapToPixelBoundaries) 1420 1421 if(!clippedBounds.intersect(currentClip)) { 1422 // quick rejected 1423 return true; 1424 } 1425 1426 state.mClipSideFlags = kClipSide_None; 1427 if (!currentClip.contains(state.mBounds)) { 1428 int& flags = state.mClipSideFlags; 1429 // op partially clipped, so record which sides are clipped for clip-aware merging 1430 if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left; 1431 if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top; 1432 if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right; 1433 if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1434 } 1435 state.mBounds.set(clippedBounds); 1436 } else { 1437 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1438 // overdraw avoidance (since we don't know what it overlaps) 1439 state.mClipSideFlags = kClipSide_ConservativeFull; 1440 state.mBounds.set(currentClip); 1441 } 1442 } 1443 1444 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1445 if (state.mClipValid) { 1446 state.mClip.set(currentClip); 1447 } 1448 1449 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1450 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1451 state.mMatrix.load(currentMatrix); 1452 state.mDrawModifiers = mDrawModifiers; 1453 state.mAlpha = mSnapshot->alpha; 1454 return false; 1455} 1456 1457void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1458 currentTransform().load(state.mMatrix); 1459 mDrawModifiers = state.mDrawModifiers; 1460 mSnapshot->alpha = state.mAlpha; 1461 1462 if (state.mClipValid && !skipClipRestore) { 1463 mSnapshot->setClip(state.mClip.left, state.mClip.top, 1464 state.mClip.right, state.mClip.bottom); 1465 dirtyClip(); 1466 } 1467} 1468 1469/** 1470 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1471 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1472 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1473 * 1474 * This method should be called when restoreDisplayState() won't be restoring the clip 1475 */ 1476void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1477 if (clipRect != NULL) { 1478 mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1479 } else { 1480 mSnapshot->setClip(0, 0, mWidth, mHeight); 1481 } 1482 dirtyClip(); 1483 mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled); 1484} 1485 1486/////////////////////////////////////////////////////////////////////////////// 1487// Transforms 1488/////////////////////////////////////////////////////////////////////////////// 1489 1490void OpenGLRenderer::translate(float dx, float dy) { 1491 currentTransform().translate(dx, dy); 1492} 1493 1494void OpenGLRenderer::rotate(float degrees) { 1495 currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f); 1496} 1497 1498void OpenGLRenderer::scale(float sx, float sy) { 1499 currentTransform().scale(sx, sy, 1.0f); 1500} 1501 1502void OpenGLRenderer::skew(float sx, float sy) { 1503 currentTransform().skew(sx, sy); 1504} 1505 1506void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1507 if (matrix) { 1508 currentTransform().load(*matrix); 1509 } else { 1510 currentTransform().loadIdentity(); 1511 } 1512} 1513 1514bool OpenGLRenderer::hasRectToRectTransform() { 1515 return CC_LIKELY(currentTransform().rectToRect()); 1516} 1517 1518void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1519 currentTransform().copyTo(*matrix); 1520} 1521 1522void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1523 SkMatrix transform; 1524 currentTransform().copyTo(transform); 1525 transform.preConcat(*matrix); 1526 currentTransform().load(transform); 1527} 1528 1529/////////////////////////////////////////////////////////////////////////////// 1530// Clipping 1531/////////////////////////////////////////////////////////////////////////////// 1532 1533void OpenGLRenderer::setScissorFromClip() { 1534 Rect clip(*mSnapshot->clipRect); 1535 clip.snapToPixelBoundaries(); 1536 1537 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1538 clip.getWidth(), clip.getHeight())) { 1539 mDirtyClip = false; 1540 } 1541} 1542 1543void OpenGLRenderer::ensureStencilBuffer() { 1544 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1545 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1546 // just hope we have one when hasLayer() returns false. 1547 if (hasLayer()) { 1548 attachStencilBufferToLayer(mSnapshot->layer); 1549 } 1550} 1551 1552void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1553 // The layer's FBO is already bound when we reach this stage 1554 if (!layer->getStencilRenderBuffer()) { 1555 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1556 // is attached after we initiated tiling. We must turn it off, 1557 // attach the new render buffer then turn tiling back on 1558 endTiling(); 1559 1560 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1561 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1562 layer->setStencilRenderBuffer(buffer); 1563 1564 startTiling(layer->clipRect, layer->layer.getHeight()); 1565 } 1566} 1567 1568void OpenGLRenderer::setStencilFromClip() { 1569 if (!mCaches.debugOverdraw) { 1570 if (!mSnapshot->clipRegion->isEmpty()) { 1571 // NOTE: The order here is important, we must set dirtyClip to false 1572 // before any draw call to avoid calling back into this method 1573 mDirtyClip = false; 1574 1575 ensureStencilBuffer(); 1576 1577 mCaches.stencil.enableWrite(); 1578 1579 // Clear the stencil but first make sure we restrict drawing 1580 // to the region's bounds 1581 bool resetScissor = mCaches.enableScissor(); 1582 if (resetScissor) { 1583 // The scissor was not set so we now need to update it 1584 setScissorFromClip(); 1585 } 1586 mCaches.stencil.clear(); 1587 if (resetScissor) mCaches.disableScissor(); 1588 1589 // NOTE: We could use the region contour path to generate a smaller mesh 1590 // Since we are using the stencil we could use the red book path 1591 // drawing technique. It might increase bandwidth usage though. 1592 1593 // The last parameter is important: we are not drawing in the color buffer 1594 // so we don't want to dirty the current layer, if any 1595 drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false); 1596 1597 mCaches.stencil.enableTest(); 1598 1599 // Draw the region used to generate the stencil if the appropriate debug 1600 // mode is enabled 1601 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1602 drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode); 1603 } 1604 } else { 1605 mCaches.stencil.disable(); 1606 } 1607 } 1608} 1609 1610const Rect& OpenGLRenderer::getClipBounds() { 1611 return mSnapshot->getLocalClip(); 1612} 1613 1614bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1615 bool snapOut, bool* clipRequired) { 1616 if (mSnapshot->isIgnored() || bottom <= top || right <= left) { 1617 return true; 1618 } 1619 1620 Rect r(left, top, right, bottom); 1621 currentTransform().mapRect(r); 1622 1623 if (snapOut) { 1624 // snapOut is generally used to account for 1 pixel ramp (in window coordinates) 1625 // outside of the provided rect boundaries in tessellated AA geometry 1626 r.snapOutToPixelBoundaries(); 1627 } else { 1628 r.snapToPixelBoundaries(); 1629 } 1630 1631 Rect clipRect(*mSnapshot->clipRect); 1632 clipRect.snapToPixelBoundaries(); 1633 1634 if (!clipRect.intersects(r)) return true; 1635 1636 if (clipRequired) *clipRequired = !clipRect.contains(r); 1637 return false; 1638} 1639 1640bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, 1641 SkPaint* paint) { 1642 // AA geometry will likely have a ramp around it (not accounted for in local bounds). Snap out 1643 // the final mapped rect to ensure correct clipping behavior for the ramp. 1644 bool snapOut = paint->isAntiAlias(); 1645 1646 if (paint->getStyle() != SkPaint::kFill_Style) { 1647 float outset = paint->getStrokeWidth() * 0.5f; 1648 return quickReject(left - outset, top - outset, right + outset, bottom + outset, snapOut); 1649 } else { 1650 return quickReject(left, top, right, bottom, snapOut); 1651 } 1652} 1653 1654bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom, bool snapOut) { 1655 bool clipRequired = false; 1656 if (quickRejectNoScissor(left, top, right, bottom, snapOut, &clipRequired)) { 1657 return true; 1658 } 1659 1660 if (!isDeferred()) { 1661 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1662 } 1663 return false; 1664} 1665 1666void OpenGLRenderer::debugClip() { 1667#if DEBUG_CLIP_REGIONS 1668 if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) { 1669 drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode); 1670 } 1671#endif 1672} 1673 1674bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1675 if (CC_LIKELY(currentTransform().rectToRect())) { 1676 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1677 if (clipped) { 1678 dirtyClip(); 1679 } 1680 return !mSnapshot->clipRect->isEmpty(); 1681 } 1682 1683 SkPath path; 1684 path.addRect(left, top, right, bottom); 1685 1686 return clipPath(&path, op); 1687} 1688 1689bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) { 1690 SkMatrix transform; 1691 currentTransform().copyTo(transform); 1692 1693 SkPath transformed; 1694 path->transform(transform, &transformed); 1695 1696 SkRegion clip; 1697 if (!mSnapshot->clipRegion->isEmpty()) { 1698 clip.setRegion(*mSnapshot->clipRegion); 1699 } else { 1700 Rect* bounds = mSnapshot->clipRect; 1701 clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom); 1702 } 1703 1704 SkRegion region; 1705 region.setPath(transformed, clip); 1706 1707 bool clipped = mSnapshot->clipRegionTransformed(region, op); 1708 if (clipped) { 1709 dirtyClip(); 1710 } 1711 return !mSnapshot->clipRect->isEmpty(); 1712} 1713 1714bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) { 1715 bool clipped = mSnapshot->clipRegionTransformed(*region, op); 1716 if (clipped) { 1717 dirtyClip(); 1718 } 1719 return !mSnapshot->clipRect->isEmpty(); 1720} 1721 1722Rect* OpenGLRenderer::getClipRect() { 1723 return mSnapshot->clipRect; 1724} 1725 1726/////////////////////////////////////////////////////////////////////////////// 1727// Drawing commands 1728/////////////////////////////////////////////////////////////////////////////// 1729 1730void OpenGLRenderer::setupDraw(bool clear) { 1731 // TODO: It would be best if we could do this before quickReject() 1732 // changes the scissor test state 1733 if (clear) clearLayerRegions(); 1734 // Make sure setScissor & setStencil happen at the beginning of 1735 // this method 1736 if (mDirtyClip) { 1737 if (mCaches.scissorEnabled) { 1738 setScissorFromClip(); 1739 } 1740 setStencilFromClip(); 1741 } 1742 1743 mDescription.reset(); 1744 1745 mSetShaderColor = false; 1746 mColorSet = false; 1747 mColorA = mColorR = mColorG = mColorB = 0.0f; 1748 mTextureUnit = 0; 1749 mTrackDirtyRegions = true; 1750 1751 // Enable debug highlight when what we're about to draw is tested against 1752 // the stencil buffer and if stencil highlight debugging is on 1753 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1754 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1755 mCaches.stencil.isTestEnabled(); 1756 1757 mDescription.emulateStencil = mCountOverdraw; 1758} 1759 1760void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1761 mDescription.hasTexture = true; 1762 mDescription.hasAlpha8Texture = isAlpha8; 1763} 1764 1765void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1766 mDescription.hasTexture = true; 1767 mDescription.hasColors = true; 1768 mDescription.hasAlpha8Texture = isAlpha8; 1769} 1770 1771void OpenGLRenderer::setupDrawWithExternalTexture() { 1772 mDescription.hasExternalTexture = true; 1773} 1774 1775void OpenGLRenderer::setupDrawNoTexture() { 1776 mCaches.disableTexCoordsVertexArray(); 1777} 1778 1779void OpenGLRenderer::setupDrawAA() { 1780 mDescription.isAA = true; 1781} 1782 1783void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1784 mColorA = alpha / 255.0f; 1785 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1786 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1787 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1788 mColorSet = true; 1789 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1790} 1791 1792void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1793 mColorA = alpha / 255.0f; 1794 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1795 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1796 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1797 mColorSet = true; 1798 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1799} 1800 1801void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1802 mCaches.fontRenderer->describe(mDescription, paint); 1803} 1804 1805void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1806 mColorA = a; 1807 mColorR = r; 1808 mColorG = g; 1809 mColorB = b; 1810 mColorSet = true; 1811 mSetShaderColor = mDescription.setColor(r, g, b, a); 1812} 1813 1814void OpenGLRenderer::setupDrawShader() { 1815 if (mDrawModifiers.mShader) { 1816 mDrawModifiers.mShader->describe(mDescription, mExtensions); 1817 } 1818} 1819 1820void OpenGLRenderer::setupDrawColorFilter() { 1821 if (mDrawModifiers.mColorFilter) { 1822 mDrawModifiers.mColorFilter->describe(mDescription, mExtensions); 1823 } 1824} 1825 1826void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1827 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1828 mColorA = 1.0f; 1829 mColorR = mColorG = mColorB = 0.0f; 1830 mSetShaderColor = mDescription.modulate = true; 1831 } 1832} 1833 1834void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1835 // When the blending mode is kClear_Mode, we need to use a modulate color 1836 // argb=1,0,0,0 1837 accountForClear(mode); 1838 bool blend = (mColorSet && mColorA < 1.0f) || 1839 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()); 1840 chooseBlending(blend, mode, mDescription, swapSrcDst); 1841} 1842 1843void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1844 // When the blending mode is kClear_Mode, we need to use a modulate color 1845 // argb=1,0,0,0 1846 accountForClear(mode); 1847 blend |= (mColorSet && mColorA < 1.0f) || 1848 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || 1849 (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend()); 1850 chooseBlending(blend, mode, mDescription, swapSrcDst); 1851} 1852 1853void OpenGLRenderer::setupDrawProgram() { 1854 useProgram(mCaches.programCache.get(mDescription)); 1855} 1856 1857void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1858 mTrackDirtyRegions = false; 1859} 1860 1861void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1862 bool ignoreTransform) { 1863 mModelView.loadTranslate(left, top, 0.0f); 1864 if (!ignoreTransform) { 1865 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1866 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform()); 1867 } else { 1868 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1869 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1870 } 1871} 1872 1873void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1874 mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset); 1875} 1876 1877void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1878 bool ignoreTransform, bool ignoreModelView) { 1879 if (!ignoreModelView) { 1880 mModelView.loadTranslate(left, top, 0.0f); 1881 mModelView.scale(right - left, bottom - top, 1.0f); 1882 } else { 1883 mModelView.loadIdentity(); 1884 } 1885 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1886 if (!ignoreTransform) { 1887 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1888 if (mTrackDirtyRegions && dirty) { 1889 dirtyLayer(left, top, right, bottom, currentTransform()); 1890 } 1891 } else { 1892 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1893 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1894 } 1895} 1896 1897void OpenGLRenderer::setupDrawColorUniforms() { 1898 if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) { 1899 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1900 } 1901} 1902 1903void OpenGLRenderer::setupDrawPureColorUniforms() { 1904 if (mSetShaderColor) { 1905 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1906 } 1907} 1908 1909void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1910 if (mDrawModifiers.mShader) { 1911 if (ignoreTransform) { 1912 mModelView.loadInverse(currentTransform()); 1913 } 1914 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1915 mModelView, *mSnapshot, &mTextureUnit); 1916 } 1917} 1918 1919void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1920 if (mDrawModifiers.mShader) { 1921 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1922 mat4::identity(), *mSnapshot, &mTextureUnit); 1923 } 1924} 1925 1926void OpenGLRenderer::setupDrawColorFilterUniforms() { 1927 if (mDrawModifiers.mColorFilter) { 1928 mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram); 1929 } 1930} 1931 1932void OpenGLRenderer::setupDrawTextGammaUniforms() { 1933 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1934} 1935 1936void OpenGLRenderer::setupDrawSimpleMesh() { 1937 bool force = mCaches.bindMeshBuffer(); 1938 mCaches.bindPositionVertexPointer(force, 0); 1939 mCaches.unbindIndicesBuffer(); 1940} 1941 1942void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1943 if (texture) bindTexture(texture); 1944 mTextureUnit++; 1945 mCaches.enableTexCoordsVertexArray(); 1946} 1947 1948void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1949 bindExternalTexture(texture); 1950 mTextureUnit++; 1951 mCaches.enableTexCoordsVertexArray(); 1952} 1953 1954void OpenGLRenderer::setupDrawTextureTransform() { 1955 mDescription.hasTextureTransform = true; 1956} 1957 1958void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1959 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1960 GL_FALSE, &transform.data[0]); 1961} 1962 1963void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1964 bool force = false; 1965 if (!vertices || vbo) { 1966 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1967 } else { 1968 force = mCaches.unbindMeshBuffer(); 1969 } 1970 1971 mCaches.bindPositionVertexPointer(force, vertices); 1972 if (mCaches.currentProgram->texCoords >= 0) { 1973 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1974 } 1975 1976 mCaches.unbindIndicesBuffer(); 1977} 1978 1979void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) { 1980 bool force = mCaches.unbindMeshBuffer(); 1981 GLsizei stride = sizeof(ColorTextureVertex); 1982 1983 mCaches.bindPositionVertexPointer(force, vertices, stride); 1984 if (mCaches.currentProgram->texCoords >= 0) { 1985 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1986 } 1987 int slot = mCaches.currentProgram->getAttrib("colors"); 1988 if (slot >= 0) { 1989 glEnableVertexAttribArray(slot); 1990 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1991 } 1992 1993 mCaches.unbindIndicesBuffer(); 1994} 1995 1996void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1997 bool force = false; 1998 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1999 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 2000 // use the default VBO found in Caches 2001 if (!vertices || vbo) { 2002 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 2003 } else { 2004 force = mCaches.unbindMeshBuffer(); 2005 } 2006 mCaches.bindIndicesBuffer(); 2007 2008 mCaches.bindPositionVertexPointer(force, vertices); 2009 if (mCaches.currentProgram->texCoords >= 0) { 2010 mCaches.bindTexCoordsVertexPointer(force, texCoords); 2011 } 2012} 2013 2014void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 2015 bool force = mCaches.unbindMeshBuffer(); 2016 mCaches.bindIndicesBuffer(); 2017 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 2018} 2019 2020void OpenGLRenderer::finishDrawTexture() { 2021} 2022 2023/////////////////////////////////////////////////////////////////////////////// 2024// Drawing 2025/////////////////////////////////////////////////////////////////////////////// 2026 2027status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty, 2028 int32_t replayFlags) { 2029 status_t status; 2030 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 2031 // will be performed by the display list itself 2032 if (displayList && displayList->isRenderable()) { 2033 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 2034 status = startFrame(); 2035 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 2036 displayList->replay(replayStruct, 0); 2037 return status | replayStruct.mDrawGlStatus; 2038 } 2039 2040 bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs! 2041 DeferredDisplayList deferredList(*(mSnapshot->clipRect), avoidOverdraw); 2042 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 2043 displayList->defer(deferStruct, 0); 2044 2045 flushLayers(); 2046 status = startFrame(); 2047 2048 return status | deferredList.flush(*this, dirty); 2049 } 2050 2051 return DrawGlInfo::kStatusDone; 2052} 2053 2054void OpenGLRenderer::outputDisplayList(DisplayList* displayList) { 2055 if (displayList) { 2056 displayList->output(1); 2057 } 2058} 2059 2060void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 2061 int alpha; 2062 SkXfermode::Mode mode; 2063 getAlphaAndMode(paint, &alpha, &mode); 2064 2065 int color = paint != NULL ? paint->getColor() : 0; 2066 2067 float x = left; 2068 float y = top; 2069 2070 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2071 2072 bool ignoreTransform = false; 2073 if (currentTransform().isPureTranslate()) { 2074 x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2075 y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2076 ignoreTransform = true; 2077 2078 texture->setFilter(GL_NEAREST, true); 2079 } else { 2080 texture->setFilter(FILTER(paint), true); 2081 } 2082 2083 // No need to check for a UV mapper on the texture object, only ARGB_8888 2084 // bitmaps get packed in the atlas 2085 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2086 paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2087 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2088} 2089 2090/** 2091 * Important note: this method is intended to draw batches of bitmaps and 2092 * will not set the scissor enable or dirty the current layer, if any. 2093 * The caller is responsible for properly dirtying the current layer. 2094 */ 2095status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount, 2096 TextureVertex* vertices, bool transformed, const Rect& bounds, SkPaint* paint) { 2097 mCaches.activeTexture(0); 2098 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2099 if (!texture) return DrawGlInfo::kStatusDone; 2100 2101 const AutoTexture autoCleanup(texture); 2102 2103 int alpha; 2104 SkXfermode::Mode mode; 2105 getAlphaAndMode(paint, &alpha, &mode); 2106 2107 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2108 texture->setFilter(transformed ? FILTER(paint) : GL_NEAREST, true); 2109 2110 const float x = (int) floorf(bounds.left + 0.5f); 2111 const float y = (int) floorf(bounds.top + 0.5f); 2112 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2113 int color = paint != NULL ? paint->getColor() : 0; 2114 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2115 texture->id, paint != NULL, color, alpha, mode, 2116 &vertices[0].position[0], &vertices[0].texture[0], 2117 GL_TRIANGLES, bitmapCount * 6, true, true, false); 2118 } else { 2119 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2120 texture->id, alpha / 255.0f, mode, texture->blend, 2121 &vertices[0].position[0], &vertices[0].texture[0], 2122 GL_TRIANGLES, bitmapCount * 6, false, true, 0, true, false); 2123 } 2124 2125 return DrawGlInfo::kStatusDrew; 2126} 2127 2128status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2129 const float right = left + bitmap->width(); 2130 const float bottom = top + bitmap->height(); 2131 2132 if (quickReject(left, top, right, bottom)) { 2133 return DrawGlInfo::kStatusDone; 2134 } 2135 2136 mCaches.activeTexture(0); 2137 Texture* texture = getTexture(bitmap); 2138 if (!texture) return DrawGlInfo::kStatusDone; 2139 const AutoTexture autoCleanup(texture); 2140 2141 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2142 drawAlphaBitmap(texture, left, top, paint); 2143 } else { 2144 drawTextureRect(left, top, right, bottom, texture, paint); 2145 } 2146 2147 return DrawGlInfo::kStatusDrew; 2148} 2149 2150status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 2151 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 2152 const mat4 transform(*matrix); 2153 transform.mapRect(r); 2154 2155 if (quickReject(r.left, r.top, r.right, r.bottom)) { 2156 return DrawGlInfo::kStatusDone; 2157 } 2158 2159 mCaches.activeTexture(0); 2160 Texture* texture = getTexture(bitmap); 2161 if (!texture) return DrawGlInfo::kStatusDone; 2162 const AutoTexture autoCleanup(texture); 2163 2164 // This could be done in a cheaper way, all we need is pass the matrix 2165 // to the vertex shader. The save/restore is a bit overkill. 2166 save(SkCanvas::kMatrix_SaveFlag); 2167 concatMatrix(matrix); 2168 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2169 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 2170 } else { 2171 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 2172 } 2173 restore(); 2174 2175 return DrawGlInfo::kStatusDrew; 2176} 2177 2178status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2179 const float right = left + bitmap->width(); 2180 const float bottom = top + bitmap->height(); 2181 2182 if (quickReject(left, top, right, bottom)) { 2183 return DrawGlInfo::kStatusDone; 2184 } 2185 2186 mCaches.activeTexture(0); 2187 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2188 const AutoTexture autoCleanup(texture); 2189 2190 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2191 drawAlphaBitmap(texture, left, top, paint); 2192 } else { 2193 drawTextureRect(left, top, right, bottom, texture, paint); 2194 } 2195 2196 return DrawGlInfo::kStatusDrew; 2197} 2198 2199status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 2200 float* vertices, int* colors, SkPaint* paint) { 2201 if (!vertices || mSnapshot->isIgnored()) { 2202 return DrawGlInfo::kStatusDone; 2203 } 2204 2205 // TODO: use quickReject on bounds from vertices 2206 mCaches.enableScissor(); 2207 2208 float left = FLT_MAX; 2209 float top = FLT_MAX; 2210 float right = FLT_MIN; 2211 float bottom = FLT_MIN; 2212 2213 const uint32_t count = meshWidth * meshHeight * 6; 2214 2215 ColorTextureVertex mesh[count]; 2216 ColorTextureVertex* vertex = mesh; 2217 2218 bool cleanupColors = false; 2219 if (!colors) { 2220 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2221 colors = new int[colorsCount]; 2222 memset(colors, 0xff, colorsCount * sizeof(int)); 2223 cleanupColors = true; 2224 } 2225 2226 mCaches.activeTexture(0); 2227 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2228 const UvMapper& mapper(getMapper(texture)); 2229 2230 for (int32_t y = 0; y < meshHeight; y++) { 2231 for (int32_t x = 0; x < meshWidth; x++) { 2232 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2233 2234 float u1 = float(x) / meshWidth; 2235 float u2 = float(x + 1) / meshWidth; 2236 float v1 = float(y) / meshHeight; 2237 float v2 = float(y + 1) / meshHeight; 2238 2239 mapper.map(u1, v1, u2, v2); 2240 2241 int ax = i + (meshWidth + 1) * 2; 2242 int ay = ax + 1; 2243 int bx = i; 2244 int by = bx + 1; 2245 int cx = i + 2; 2246 int cy = cx + 1; 2247 int dx = i + (meshWidth + 1) * 2 + 2; 2248 int dy = dx + 1; 2249 2250 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2251 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2252 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2253 2254 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2255 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2256 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2257 2258 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2259 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2260 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2261 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2262 } 2263 } 2264 2265 if (quickReject(left, top, right, bottom)) { 2266 if (cleanupColors) delete[] colors; 2267 return DrawGlInfo::kStatusDone; 2268 } 2269 2270 if (!texture) { 2271 texture = mCaches.textureCache.get(bitmap); 2272 if (!texture) { 2273 if (cleanupColors) delete[] colors; 2274 return DrawGlInfo::kStatusDone; 2275 } 2276 } 2277 const AutoTexture autoCleanup(texture); 2278 2279 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2280 texture->setFilter(FILTER(paint), true); 2281 2282 int alpha; 2283 SkXfermode::Mode mode; 2284 getAlphaAndMode(paint, &alpha, &mode); 2285 2286 float a = alpha / 255.0f; 2287 2288 if (hasLayer()) { 2289 dirtyLayer(left, top, right, bottom, currentTransform()); 2290 } 2291 2292 setupDraw(); 2293 setupDrawWithTextureAndColor(); 2294 setupDrawColor(a, a, a, a); 2295 setupDrawColorFilter(); 2296 setupDrawBlending(true, mode, false); 2297 setupDrawProgram(); 2298 setupDrawDirtyRegionsDisabled(); 2299 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false); 2300 setupDrawTexture(texture->id); 2301 setupDrawPureColorUniforms(); 2302 setupDrawColorFilterUniforms(); 2303 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]); 2304 2305 glDrawArrays(GL_TRIANGLES, 0, count); 2306 2307 finishDrawTexture(); 2308 2309 int slot = mCaches.currentProgram->getAttrib("colors"); 2310 if (slot >= 0) { 2311 glDisableVertexAttribArray(slot); 2312 } 2313 2314 if (cleanupColors) delete[] colors; 2315 2316 return DrawGlInfo::kStatusDrew; 2317} 2318 2319status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 2320 float srcLeft, float srcTop, float srcRight, float srcBottom, 2321 float dstLeft, float dstTop, float dstRight, float dstBottom, 2322 SkPaint* paint) { 2323 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 2324 return DrawGlInfo::kStatusDone; 2325 } 2326 2327 mCaches.activeTexture(0); 2328 Texture* texture = getTexture(bitmap); 2329 if (!texture) return DrawGlInfo::kStatusDone; 2330 const AutoTexture autoCleanup(texture); 2331 2332 const float width = texture->width; 2333 const float height = texture->height; 2334 2335 float u1 = fmax(0.0f, srcLeft / width); 2336 float v1 = fmax(0.0f, srcTop / height); 2337 float u2 = fmin(1.0f, srcRight / width); 2338 float v2 = fmin(1.0f, srcBottom / height); 2339 2340 getMapper(texture).map(u1, v1, u2, v2); 2341 2342 mCaches.unbindMeshBuffer(); 2343 resetDrawTextureTexCoords(u1, v1, u2, v2); 2344 2345 int alpha; 2346 SkXfermode::Mode mode; 2347 getAlphaAndMode(paint, &alpha, &mode); 2348 2349 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2350 2351 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2352 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2353 2354 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2355 // Apply a scale transform on the canvas only when a shader is in use 2356 // Skia handles the ratio between the dst and src rects as a scale factor 2357 // when a shader is set 2358 bool useScaleTransform = mDrawModifiers.mShader && scaled; 2359 bool ignoreTransform = false; 2360 2361 if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) { 2362 float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f); 2363 float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f); 2364 2365 dstRight = x + (dstRight - dstLeft); 2366 dstBottom = y + (dstBottom - dstTop); 2367 2368 dstLeft = x; 2369 dstTop = y; 2370 2371 texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true); 2372 ignoreTransform = true; 2373 } else { 2374 texture->setFilter(FILTER(paint), true); 2375 } 2376 2377 if (CC_UNLIKELY(useScaleTransform)) { 2378 save(SkCanvas::kMatrix_SaveFlag); 2379 translate(dstLeft, dstTop); 2380 scale(scaleX, scaleY); 2381 2382 dstLeft = 0.0f; 2383 dstTop = 0.0f; 2384 2385 dstRight = srcRight - srcLeft; 2386 dstBottom = srcBottom - srcTop; 2387 } 2388 2389 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2390 int color = paint ? paint->getColor() : 0; 2391 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2392 texture->id, paint != NULL, color, alpha, mode, 2393 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2394 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2395 } else { 2396 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2397 texture->id, alpha / 255.0f, mode, texture->blend, 2398 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2399 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2400 } 2401 2402 if (CC_UNLIKELY(useScaleTransform)) { 2403 restore(); 2404 } 2405 2406 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2407 2408 return DrawGlInfo::kStatusDrew; 2409} 2410 2411status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, 2412 float left, float top, float right, float bottom, SkPaint* paint) { 2413 if (quickReject(left, top, right, bottom)) { 2414 return DrawGlInfo::kStatusDone; 2415 } 2416 2417 AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap); 2418 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2419 right - left, bottom - top, patch); 2420 2421 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2422} 2423 2424status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry, 2425 float left, float top, float right, float bottom, SkPaint* paint) { 2426 if (quickReject(left, top, right, bottom)) { 2427 return DrawGlInfo::kStatusDone; 2428 } 2429 2430 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2431 mCaches.activeTexture(0); 2432 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2433 if (!texture) return DrawGlInfo::kStatusDone; 2434 const AutoTexture autoCleanup(texture); 2435 2436 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2437 texture->setFilter(GL_LINEAR, true); 2438 2439 int alpha; 2440 SkXfermode::Mode mode; 2441 getAlphaAndMode(paint, &alpha, &mode); 2442 2443 const bool pureTranslate = currentTransform().isPureTranslate(); 2444 // Mark the current layer dirty where we are going to draw the patch 2445 if (hasLayer() && mesh->hasEmptyQuads) { 2446 const float offsetX = left + currentTransform().getTranslateX(); 2447 const float offsetY = top + currentTransform().getTranslateY(); 2448 const size_t count = mesh->quads.size(); 2449 for (size_t i = 0; i < count; i++) { 2450 const Rect& bounds = mesh->quads.itemAt(i); 2451 if (CC_LIKELY(pureTranslate)) { 2452 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2453 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2454 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2455 } else { 2456 dirtyLayer(left + bounds.left, top + bounds.top, 2457 left + bounds.right, top + bounds.bottom, currentTransform()); 2458 } 2459 } 2460 } 2461 2462 if (CC_LIKELY(pureTranslate)) { 2463 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2464 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2465 2466 right = x + right - left; 2467 bottom = y + bottom - top; 2468 drawIndexedTextureMesh(x, y, right, bottom, texture->id, alpha / 255.0f, 2469 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2470 GL_TRIANGLES, mesh->indexCount, false, true, 2471 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2472 } else { 2473 drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 2474 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2475 GL_TRIANGLES, mesh->indexCount, false, false, 2476 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2477 } 2478 } 2479 2480 return DrawGlInfo::kStatusDrew; 2481} 2482 2483/** 2484 * Important note: this method is intended to draw batches of 9-patch objects and 2485 * will not set the scissor enable or dirty the current layer, if any. 2486 * The caller is responsible for properly dirtying the current layer. 2487 */ 2488status_t OpenGLRenderer::drawPatches(SkBitmap* bitmap, AssetAtlas::Entry* entry, 2489 TextureVertex* vertices, uint32_t indexCount, SkPaint* paint) { 2490 mCaches.activeTexture(0); 2491 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2492 if (!texture) return DrawGlInfo::kStatusDone; 2493 const AutoTexture autoCleanup(texture); 2494 2495 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2496 texture->setFilter(GL_LINEAR, true); 2497 2498 int alpha; 2499 SkXfermode::Mode mode; 2500 getAlphaAndMode(paint, &alpha, &mode); 2501 2502 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 2503 mode, texture->blend, &vertices[0].position[0], &vertices[0].texture[0], 2504 GL_TRIANGLES, indexCount, false, true, 0, true, false); 2505 2506 return DrawGlInfo::kStatusDrew; 2507} 2508 2509status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint, 2510 bool useOffset) { 2511 if (!vertexBuffer.getVertexCount()) { 2512 // no vertices to draw 2513 return DrawGlInfo::kStatusDone; 2514 } 2515 2516 int color = paint->getColor(); 2517 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 2518 bool isAA = paint->isAntiAlias(); 2519 2520 setupDraw(); 2521 setupDrawNoTexture(); 2522 if (isAA) setupDrawAA(); 2523 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2524 setupDrawColorFilter(); 2525 setupDrawShader(); 2526 setupDrawBlending(isAA, mode); 2527 setupDrawProgram(); 2528 setupDrawModelViewIdentity(useOffset); 2529 setupDrawColorUniforms(); 2530 setupDrawColorFilterUniforms(); 2531 setupDrawShaderIdentityUniforms(); 2532 2533 void* vertices = vertexBuffer.getBuffer(); 2534 bool force = mCaches.unbindMeshBuffer(); 2535 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2536 mCaches.resetTexCoordsVertexPointer(); 2537 mCaches.unbindIndicesBuffer(); 2538 2539 int alphaSlot = -1; 2540 if (isAA) { 2541 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2542 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2543 2544 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2545 glEnableVertexAttribArray(alphaSlot); 2546 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2547 } 2548 2549 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2550 2551 if (isAA) { 2552 glDisableVertexAttribArray(alphaSlot); 2553 } 2554 2555 return DrawGlInfo::kStatusDrew; 2556} 2557 2558/** 2559 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2560 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2561 * screen space in all directions. However, instead of using a fragment shader to compute the 2562 * translucency of the color from its position, we simply use a varying parameter to define how far 2563 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2564 * 2565 * Doesn't yet support joins, caps, or path effects. 2566 */ 2567status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { 2568 VertexBuffer vertexBuffer; 2569 // TODO: try clipping large paths to viewport 2570 PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer); 2571 2572 if (hasLayer()) { 2573 SkRect bounds = path.getBounds(); 2574 PathTessellator::expandBoundsForStroke(bounds, paint, false); 2575 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2576 } 2577 2578 return drawVertexBuffer(vertexBuffer, paint); 2579} 2580 2581/** 2582 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2583 * and additional geometry for defining an alpha slope perimeter. 2584 * 2585 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2586 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2587 * in-shader alpha region, but found it to be taxing on some GPUs. 2588 * 2589 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2590 * memory transfer by removing need for degenerate vertices. 2591 */ 2592status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 2593 if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2594 2595 count &= ~0x3; // round down to nearest four 2596 2597 VertexBuffer buffer; 2598 SkRect bounds; 2599 PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer); 2600 2601 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2602 return DrawGlInfo::kStatusDone; 2603 } 2604 2605 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2606 2607 bool useOffset = !paint->isAntiAlias(); 2608 return drawVertexBuffer(buffer, paint, useOffset); 2609} 2610 2611status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2612 if (mSnapshot->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; 2613 2614 count &= ~0x1; // round down to nearest two 2615 2616 VertexBuffer buffer; 2617 SkRect bounds; 2618 PathTessellator::tessellatePoints(points, count, paint, mSnapshot->transform, bounds, buffer); 2619 2620 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2621 return DrawGlInfo::kStatusDone; 2622 } 2623 2624 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2625 2626 bool useOffset = !paint->isAntiAlias(); 2627 return drawVertexBuffer(buffer, paint, useOffset); 2628} 2629 2630status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2631 // No need to check against the clip, we fill the clip region 2632 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2633 2634 Rect& clip(*mSnapshot->clipRect); 2635 clip.snapToPixelBoundaries(); 2636 2637 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2638 2639 return DrawGlInfo::kStatusDrew; 2640} 2641 2642status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2643 SkPaint* paint) { 2644 if (!texture) return DrawGlInfo::kStatusDone; 2645 const AutoTexture autoCleanup(texture); 2646 2647 const float x = left + texture->left - texture->offset; 2648 const float y = top + texture->top - texture->offset; 2649 2650 drawPathTexture(texture, x, y, paint); 2651 2652 return DrawGlInfo::kStatusDrew; 2653} 2654 2655status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2656 float rx, float ry, SkPaint* p) { 2657 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2658 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2659 return DrawGlInfo::kStatusDone; 2660 } 2661 2662 if (p->getPathEffect() != 0) { 2663 mCaches.activeTexture(0); 2664 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2665 right - left, bottom - top, rx, ry, p); 2666 return drawShape(left, top, texture, p); 2667 } 2668 2669 SkPath path; 2670 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2671 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2672 float outset = p->getStrokeWidth() / 2; 2673 rect.outset(outset, outset); 2674 rx += outset; 2675 ry += outset; 2676 } 2677 path.addRoundRect(rect, rx, ry); 2678 return drawConvexPath(path, p); 2679} 2680 2681status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2682 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, 2683 x + radius, y + radius, p) || 2684 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2685 return DrawGlInfo::kStatusDone; 2686 } 2687 if (p->getPathEffect() != 0) { 2688 mCaches.activeTexture(0); 2689 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2690 return drawShape(x - radius, y - radius, texture, p); 2691 } 2692 2693 SkPath path; 2694 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2695 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2696 } else { 2697 path.addCircle(x, y, radius); 2698 } 2699 return drawConvexPath(path, p); 2700} 2701 2702status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2703 SkPaint* p) { 2704 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2705 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2706 return DrawGlInfo::kStatusDone; 2707 } 2708 2709 if (p->getPathEffect() != 0) { 2710 mCaches.activeTexture(0); 2711 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2712 return drawShape(left, top, texture, p); 2713 } 2714 2715 SkPath path; 2716 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2717 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2718 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2719 } 2720 path.addOval(rect); 2721 return drawConvexPath(path, p); 2722} 2723 2724status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2725 float startAngle, float sweepAngle, bool useCenter, SkPaint* p) { 2726 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2727 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2728 return DrawGlInfo::kStatusDone; 2729 } 2730 2731 if (fabs(sweepAngle) >= 360.0f) { 2732 return drawOval(left, top, right, bottom, p); 2733 } 2734 2735 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2736 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2737 mCaches.activeTexture(0); 2738 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2739 startAngle, sweepAngle, useCenter, p); 2740 return drawShape(left, top, texture, p); 2741 } 2742 2743 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2744 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2745 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2746 } 2747 2748 SkPath path; 2749 if (useCenter) { 2750 path.moveTo(rect.centerX(), rect.centerY()); 2751 } 2752 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2753 if (useCenter) { 2754 path.close(); 2755 } 2756 return drawConvexPath(path, p); 2757} 2758 2759// See SkPaintDefaults.h 2760#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2761 2762status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2763 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2764 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2765 return DrawGlInfo::kStatusDone; 2766 } 2767 2768 if (p->getStyle() != SkPaint::kFill_Style) { 2769 // only fill style is supported by drawConvexPath, since others have to handle joins 2770 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2771 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2772 mCaches.activeTexture(0); 2773 const PathTexture* texture = 2774 mCaches.pathCache.getRect(right - left, bottom - top, p); 2775 return drawShape(left, top, texture, p); 2776 } 2777 2778 SkPath path; 2779 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2780 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2781 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2782 } 2783 path.addRect(rect); 2784 return drawConvexPath(path, p); 2785 } 2786 2787 if (p->isAntiAlias() && !currentTransform().isSimple()) { 2788 SkPath path; 2789 path.addRect(left, top, right, bottom); 2790 return drawConvexPath(path, p); 2791 } else { 2792 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2793 return DrawGlInfo::kStatusDrew; 2794 } 2795} 2796 2797void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2798 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2799 float x, float y) { 2800 mCaches.activeTexture(0); 2801 2802 // NOTE: The drop shadow will not perform gamma correction 2803 // if shader-based correction is enabled 2804 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2805 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2806 paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions); 2807 // If the drop shadow exceeds the max texture size or couldn't be 2808 // allocated, skip drawing 2809 if (!shadow) return; 2810 const AutoTexture autoCleanup(shadow); 2811 2812 const float sx = x - shadow->left + mDrawModifiers.mShadowDx; 2813 const float sy = y - shadow->top + mDrawModifiers.mShadowDy; 2814 2815 const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2816 int shadowColor = mDrawModifiers.mShadowColor; 2817 if (mDrawModifiers.mShader) { 2818 shadowColor = 0xffffffff; 2819 } 2820 2821 setupDraw(); 2822 setupDrawWithTexture(true); 2823 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2824 setupDrawColorFilter(); 2825 setupDrawShader(); 2826 setupDrawBlending(true, mode); 2827 setupDrawProgram(); 2828 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2829 setupDrawTexture(shadow->id); 2830 setupDrawPureColorUniforms(); 2831 setupDrawColorFilterUniforms(); 2832 setupDrawShaderUniforms(); 2833 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2834 2835 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2836} 2837 2838bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2839 float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2840 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2841} 2842 2843class TextSetupFunctor: public Functor { 2844public: 2845 TextSetupFunctor(OpenGLRenderer& renderer, float x, float y, bool pureTranslate, 2846 int alpha, SkXfermode::Mode mode, SkPaint* paint): Functor(), 2847 renderer(renderer), x(x), y(y), pureTranslate(pureTranslate), 2848 alpha(alpha), mode(mode), paint(paint) { 2849 } 2850 ~TextSetupFunctor() { } 2851 2852 status_t operator ()(int what, void* data) { 2853 renderer.setupDraw(); 2854 renderer.setupDrawTextGamma(paint); 2855 renderer.setupDrawDirtyRegionsDisabled(); 2856 renderer.setupDrawWithTexture(true); 2857 renderer.setupDrawAlpha8Color(paint->getColor(), alpha); 2858 renderer.setupDrawColorFilter(); 2859 renderer.setupDrawShader(); 2860 renderer.setupDrawBlending(true, mode); 2861 renderer.setupDrawProgram(); 2862 renderer.setupDrawModelView(x, y, x, y, pureTranslate, true); 2863 // Calling setupDrawTexture with the name 0 will enable the 2864 // uv attributes and increase the texture unit count 2865 // texture binding will be performed by the font renderer as 2866 // needed 2867 renderer.setupDrawTexture(0); 2868 renderer.setupDrawPureColorUniforms(); 2869 renderer.setupDrawColorFilterUniforms(); 2870 renderer.setupDrawShaderUniforms(pureTranslate); 2871 renderer.setupDrawTextGammaUniforms(); 2872 2873 return NO_ERROR; 2874 } 2875 2876 OpenGLRenderer& renderer; 2877 float x; 2878 float y; 2879 bool pureTranslate; 2880 int alpha; 2881 SkXfermode::Mode mode; 2882 SkPaint* paint; 2883}; 2884 2885status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2886 const float* positions, SkPaint* paint) { 2887 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2888 return DrawGlInfo::kStatusDone; 2889 } 2890 2891 // NOTE: Skia does not support perspective transform on drawPosText yet 2892 if (!currentTransform().isSimple()) { 2893 return DrawGlInfo::kStatusDone; 2894 } 2895 2896 mCaches.enableScissor(); 2897 2898 float x = 0.0f; 2899 float y = 0.0f; 2900 const bool pureTranslate = currentTransform().isPureTranslate(); 2901 if (pureTranslate) { 2902 x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 2903 y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 2904 } 2905 2906 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2907 fontRenderer.setFont(paint, mat4::identity()); 2908 2909 int alpha; 2910 SkXfermode::Mode mode; 2911 getAlphaAndMode(paint, &alpha, &mode); 2912 2913 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2914 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2915 alpha, mode, 0.0f, 0.0f); 2916 } 2917 2918 // Pick the appropriate texture filtering 2919 bool linearFilter = currentTransform().changesBounds(); 2920 if (pureTranslate && !linearFilter) { 2921 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2922 } 2923 fontRenderer.setTextureFiltering(linearFilter); 2924 2925 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2926 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2927 2928 const bool hasActiveLayer = hasLayer(); 2929 2930 TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint); 2931 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2932 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2933 if (hasActiveLayer) { 2934 if (!pureTranslate) { 2935 currentTransform().mapRect(bounds); 2936 } 2937 dirtyLayerUnchecked(bounds, getRegion()); 2938 } 2939 } 2940 2941 return DrawGlInfo::kStatusDrew; 2942} 2943 2944mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const { 2945 mat4 fontTransform; 2946 if (CC_LIKELY(transform.isPureTranslate())) { 2947 fontTransform = mat4::identity(); 2948 } else { 2949 if (CC_UNLIKELY(transform.isPerspective())) { 2950 fontTransform = mat4::identity(); 2951 } else { 2952 float sx, sy; 2953 currentTransform().decomposeScale(sx, sy); 2954 fontTransform.loadScale(sx, sy, 1.0f); 2955 } 2956 } 2957 return fontTransform; 2958} 2959 2960status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2961 const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds, 2962 DrawOpMode drawOpMode) { 2963 2964 if (drawOpMode == kDrawOpMode_Immediate) { 2965 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2966 // drawing as ops from DeferredDisplayList are already filtered for these 2967 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint) || 2968 quickReject(bounds)) { 2969 return DrawGlInfo::kStatusDone; 2970 } 2971 } 2972 2973 const float oldX = x; 2974 const float oldY = y; 2975 2976 const mat4& transform = currentTransform(); 2977 const bool pureTranslate = transform.isPureTranslate(); 2978 2979 if (CC_LIKELY(pureTranslate)) { 2980 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2981 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2982 } 2983 2984 int alpha; 2985 SkXfermode::Mode mode; 2986 getAlphaAndMode(paint, &alpha, &mode); 2987 2988 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2989 2990 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2991 fontRenderer.setFont(paint, mat4::identity()); 2992 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2993 alpha, mode, oldX, oldY); 2994 } 2995 2996 const bool hasActiveLayer = hasLayer(); 2997 2998 // We only pass a partial transform to the font renderer. That partial 2999 // matrix defines how glyphs are rasterized. Typically we want glyphs 3000 // to be rasterized at their final size on screen, which means the partial 3001 // matrix needs to take the scale factor into account. 3002 // When a partial matrix is used to transform glyphs during rasterization, 3003 // the mesh is generated with the inverse transform (in the case of scale, 3004 // the mesh is generated at 1.0 / scale for instance.) This allows us to 3005 // apply the full transform matrix at draw time in the vertex shader. 3006 // Applying the full matrix in the shader is the easiest way to handle 3007 // rotation and perspective and allows us to always generated quads in the 3008 // font renderer which greatly simplifies the code, clipping in particular. 3009 mat4 fontTransform = findBestFontTransform(transform); 3010 fontRenderer.setFont(paint, fontTransform); 3011 3012 // Pick the appropriate texture filtering 3013 bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 3014 fontRenderer.setTextureFiltering(linearFilter); 3015 3016 // TODO: Implement better clipping for scaled/rotated text 3017 const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect; 3018 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 3019 3020 bool status; 3021 TextSetupFunctor functor(*this, x, y, pureTranslate, alpha, mode, paint); 3022 3023 // don't call issuedrawcommand, do it at end of batch 3024 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 3025 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 3026 SkPaint paintCopy(*paint); 3027 paintCopy.setTextAlign(SkPaint::kLeft_Align); 3028 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 3029 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 3030 } else { 3031 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 3032 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 3033 } 3034 3035 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 3036 if (!pureTranslate) { 3037 transform.mapRect(layerBounds); 3038 } 3039 dirtyLayerUnchecked(layerBounds, getRegion()); 3040 } 3041 3042 drawTextDecorations(text, bytesCount, totalAdvance, oldX, oldY, paint); 3043 3044 return DrawGlInfo::kStatusDrew; 3045} 3046 3047status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 3048 float hOffset, float vOffset, SkPaint* paint) { 3049 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 3050 return DrawGlInfo::kStatusDone; 3051 } 3052 3053 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 3054 mCaches.enableScissor(); 3055 3056 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 3057 fontRenderer.setFont(paint, mat4::identity()); 3058 fontRenderer.setTextureFiltering(true); 3059 3060 int alpha; 3061 SkXfermode::Mode mode; 3062 getAlphaAndMode(paint, &alpha, &mode); 3063 3064 setupDraw(); 3065 setupDrawTextGamma(paint); 3066 setupDrawDirtyRegionsDisabled(); 3067 setupDrawWithTexture(true); 3068 setupDrawAlpha8Color(paint->getColor(), alpha); 3069 setupDrawColorFilter(); 3070 setupDrawShader(); 3071 setupDrawBlending(true, mode); 3072 setupDrawProgram(); 3073 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 3074 // Calling setupDrawTexture with the name 0 will enable the 3075 // uv attributes and increase the texture unit count 3076 // texture binding will be performed by the font renderer as 3077 // needed 3078 setupDrawTexture(0); 3079 setupDrawPureColorUniforms(); 3080 setupDrawColorFilterUniforms(); 3081 setupDrawShaderUniforms(false); 3082 setupDrawTextGammaUniforms(); 3083 3084 const Rect* clip = &mSnapshot->getLocalClip(); 3085 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 3086 3087 const bool hasActiveLayer = hasLayer(); 3088 3089 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 3090 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 3091 if (hasActiveLayer) { 3092 currentTransform().mapRect(bounds); 3093 dirtyLayerUnchecked(bounds, getRegion()); 3094 } 3095 } 3096 3097 return DrawGlInfo::kStatusDrew; 3098} 3099 3100status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 3101 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 3102 3103 mCaches.activeTexture(0); 3104 3105 const PathTexture* texture = mCaches.pathCache.get(path, paint); 3106 if (!texture) return DrawGlInfo::kStatusDone; 3107 const AutoTexture autoCleanup(texture); 3108 3109 const float x = texture->left - texture->offset; 3110 const float y = texture->top - texture->offset; 3111 3112 drawPathTexture(texture, x, y, paint); 3113 3114 return DrawGlInfo::kStatusDrew; 3115} 3116 3117status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 3118 if (!layer) { 3119 return DrawGlInfo::kStatusDone; 3120 } 3121 3122 mat4* transform = NULL; 3123 if (layer->isTextureLayer()) { 3124 transform = &layer->getTransform(); 3125 if (!transform->isIdentity()) { 3126 save(0); 3127 currentTransform().multiply(*transform); 3128 } 3129 } 3130 3131 bool clipRequired = false; 3132 const bool rejected = quickRejectNoScissor(x, y, 3133 x + layer->layer.getWidth(), y + layer->layer.getHeight(), false, &clipRequired); 3134 3135 if (rejected) { 3136 if (transform && !transform->isIdentity()) { 3137 restore(); 3138 } 3139 return DrawGlInfo::kStatusDone; 3140 } 3141 3142 updateLayer(layer, true); 3143 3144 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 3145 mCaches.activeTexture(0); 3146 3147 if (CC_LIKELY(!layer->region.isEmpty())) { 3148 SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter; 3149 mDrawModifiers.mColorFilter = layer->getColorFilter(); 3150 3151 if (layer->region.isRect()) { 3152 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3153 composeLayerRect(layer, layer->regionRect)); 3154 } else if (layer->mesh) { 3155 const float a = getLayerAlpha(layer); 3156 setupDraw(); 3157 setupDrawWithTexture(); 3158 setupDrawColor(a, a, a, a); 3159 setupDrawColorFilter(); 3160 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 3161 setupDrawProgram(); 3162 setupDrawPureColorUniforms(); 3163 setupDrawColorFilterUniforms(); 3164 setupDrawTexture(layer->getTexture()); 3165 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3166 int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 3167 int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 3168 3169 layer->setFilter(GL_NEAREST); 3170 setupDrawModelViewTranslate(tx, ty, 3171 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 3172 } else { 3173 layer->setFilter(GL_LINEAR); 3174 setupDrawModelViewTranslate(x, y, 3175 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 3176 } 3177 3178 TextureVertex* mesh = &layer->mesh[0]; 3179 GLsizei elementsCount = layer->meshElementCount; 3180 3181 while (elementsCount > 0) { 3182 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 3183 3184 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 3185 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3186 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL)); 3187 3188 elementsCount -= drawCount; 3189 // Though there are 4 vertices in a quad, we use 6 indices per 3190 // quad to draw with GL_TRIANGLES 3191 mesh += (drawCount / 6) * 4; 3192 } 3193 3194 finishDrawTexture(); 3195 3196#if DEBUG_LAYERS_AS_REGIONS 3197 drawRegionRects(layer->region); 3198#endif 3199 } 3200 3201 mDrawModifiers.mColorFilter = oldFilter; 3202 3203 if (layer->debugDrawUpdate) { 3204 layer->debugDrawUpdate = false; 3205 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 3206 0x7f00ff00, SkXfermode::kSrcOver_Mode); 3207 } 3208 } 3209 layer->hasDrawnSinceUpdate = true; 3210 3211 if (transform && !transform->isIdentity()) { 3212 restore(); 3213 } 3214 3215 return DrawGlInfo::kStatusDrew; 3216} 3217 3218/////////////////////////////////////////////////////////////////////////////// 3219// Shaders 3220/////////////////////////////////////////////////////////////////////////////// 3221 3222void OpenGLRenderer::resetShader() { 3223 mDrawModifiers.mShader = NULL; 3224} 3225 3226void OpenGLRenderer::setupShader(SkiaShader* shader) { 3227 mDrawModifiers.mShader = shader; 3228 if (mDrawModifiers.mShader) { 3229 mDrawModifiers.mShader->setCaches(mCaches); 3230 } 3231} 3232 3233/////////////////////////////////////////////////////////////////////////////// 3234// Color filters 3235/////////////////////////////////////////////////////////////////////////////// 3236 3237void OpenGLRenderer::resetColorFilter() { 3238 mDrawModifiers.mColorFilter = NULL; 3239} 3240 3241void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 3242 mDrawModifiers.mColorFilter = filter; 3243} 3244 3245/////////////////////////////////////////////////////////////////////////////// 3246// Drop shadow 3247/////////////////////////////////////////////////////////////////////////////// 3248 3249void OpenGLRenderer::resetShadow() { 3250 mDrawModifiers.mHasShadow = false; 3251} 3252 3253void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 3254 mDrawModifiers.mHasShadow = true; 3255 mDrawModifiers.mShadowRadius = radius; 3256 mDrawModifiers.mShadowDx = dx; 3257 mDrawModifiers.mShadowDy = dy; 3258 mDrawModifiers.mShadowColor = color; 3259} 3260 3261/////////////////////////////////////////////////////////////////////////////// 3262// Draw filters 3263/////////////////////////////////////////////////////////////////////////////// 3264 3265void OpenGLRenderer::resetPaintFilter() { 3266 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 3267 // comparison, see MergingDrawBatch::canMergeWith 3268 mDrawModifiers.mHasDrawFilter = false; 3269 mDrawModifiers.mPaintFilterClearBits = 0; 3270 mDrawModifiers.mPaintFilterSetBits = 0; 3271} 3272 3273void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 3274 mDrawModifiers.mHasDrawFilter = true; 3275 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3276 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3277} 3278 3279SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 3280 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3281 return paint; 3282 } 3283 3284 uint32_t flags = paint->getFlags(); 3285 3286 mFilteredPaint = *paint; 3287 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | 3288 mDrawModifiers.mPaintFilterSetBits); 3289 3290 return &mFilteredPaint; 3291} 3292 3293/////////////////////////////////////////////////////////////////////////////// 3294// Drawing implementation 3295/////////////////////////////////////////////////////////////////////////////// 3296 3297Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) { 3298 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3299 if (!texture) { 3300 return mCaches.textureCache.get(bitmap); 3301 } 3302 return texture; 3303} 3304 3305void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3306 float x, float y, SkPaint* paint) { 3307 if (quickReject(x, y, x + texture->width, y + texture->height)) { 3308 return; 3309 } 3310 3311 int alpha; 3312 SkXfermode::Mode mode; 3313 getAlphaAndMode(paint, &alpha, &mode); 3314 3315 setupDraw(); 3316 setupDrawWithTexture(true); 3317 setupDrawAlpha8Color(paint->getColor(), alpha); 3318 setupDrawColorFilter(); 3319 setupDrawShader(); 3320 setupDrawBlending(true, mode); 3321 setupDrawProgram(); 3322 setupDrawModelView(x, y, x + texture->width, y + texture->height); 3323 setupDrawTexture(texture->id); 3324 setupDrawPureColorUniforms(); 3325 setupDrawColorFilterUniforms(); 3326 setupDrawShaderUniforms(); 3327 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3328 3329 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3330 3331 finishDrawTexture(); 3332} 3333 3334// Same values used by Skia 3335#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3336#define kStdUnderline_Offset (1.0f / 9.0f) 3337#define kStdUnderline_Thickness (1.0f / 18.0f) 3338 3339void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float underlineWidth, 3340 float x, float y, SkPaint* paint) { 3341 // Handle underline and strike-through 3342 uint32_t flags = paint->getFlags(); 3343 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3344 SkPaint paintCopy(*paint); 3345 3346 if (CC_LIKELY(underlineWidth > 0.0f)) { 3347 const float textSize = paintCopy.getTextSize(); 3348 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3349 3350 const float left = x; 3351 float top = 0.0f; 3352 3353 int linesCount = 0; 3354 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3355 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3356 3357 const int pointsCount = 4 * linesCount; 3358 float points[pointsCount]; 3359 int currentPoint = 0; 3360 3361 if (flags & SkPaint::kUnderlineText_Flag) { 3362 top = y + textSize * kStdUnderline_Offset; 3363 points[currentPoint++] = left; 3364 points[currentPoint++] = top; 3365 points[currentPoint++] = left + underlineWidth; 3366 points[currentPoint++] = top; 3367 } 3368 3369 if (flags & SkPaint::kStrikeThruText_Flag) { 3370 top = y + textSize * kStdStrikeThru_Offset; 3371 points[currentPoint++] = left; 3372 points[currentPoint++] = top; 3373 points[currentPoint++] = left + underlineWidth; 3374 points[currentPoint++] = top; 3375 } 3376 3377 paintCopy.setStrokeWidth(strokeWidth); 3378 3379 drawLines(&points[0], pointsCount, &paintCopy); 3380 } 3381 } 3382} 3383 3384status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) { 3385 if (mSnapshot->isIgnored()) { 3386 return DrawGlInfo::kStatusDone; 3387 } 3388 3389 int color = paint->getColor(); 3390 // If a shader is set, preserve only the alpha 3391 if (mDrawModifiers.mShader) { 3392 color |= 0x00ffffff; 3393 } 3394 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 3395 3396 return drawColorRects(rects, count, color, mode); 3397} 3398 3399status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color, 3400 SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) { 3401 if (count == 0) { 3402 return DrawGlInfo::kStatusDone; 3403 } 3404 3405 float left = FLT_MAX; 3406 float top = FLT_MAX; 3407 float right = FLT_MIN; 3408 float bottom = FLT_MIN; 3409 3410 Vertex mesh[count]; 3411 Vertex* vertex = mesh; 3412 3413 for (int index = 0; index < count; index += 4) { 3414 float l = rects[index + 0]; 3415 float t = rects[index + 1]; 3416 float r = rects[index + 2]; 3417 float b = rects[index + 3]; 3418 3419 Vertex::set(vertex++, l, t); 3420 Vertex::set(vertex++, r, t); 3421 Vertex::set(vertex++, l, b); 3422 Vertex::set(vertex++, r, b); 3423 3424 left = fminf(left, l); 3425 top = fminf(top, t); 3426 right = fmaxf(right, r); 3427 bottom = fmaxf(bottom, b); 3428 } 3429 3430 if (clip && quickReject(left, top, right, bottom)) { 3431 return DrawGlInfo::kStatusDone; 3432 } 3433 3434 setupDraw(); 3435 setupDrawNoTexture(); 3436 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3437 setupDrawShader(); 3438 setupDrawColorFilter(); 3439 setupDrawBlending(mode); 3440 setupDrawProgram(); 3441 setupDrawDirtyRegionsDisabled(); 3442 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true); 3443 setupDrawColorUniforms(); 3444 setupDrawShaderUniforms(); 3445 setupDrawColorFilterUniforms(); 3446 3447 if (dirty && hasLayer()) { 3448 dirtyLayer(left, top, right, bottom, currentTransform()); 3449 } 3450 3451 drawIndexedQuads(&mesh[0], count / 4); 3452 3453 return DrawGlInfo::kStatusDrew; 3454} 3455 3456void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3457 int color, SkXfermode::Mode mode, bool ignoreTransform) { 3458 // If a shader is set, preserve only the alpha 3459 if (mDrawModifiers.mShader) { 3460 color |= 0x00ffffff; 3461 } 3462 3463 setupDraw(); 3464 setupDrawNoTexture(); 3465 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3466 setupDrawShader(); 3467 setupDrawColorFilter(); 3468 setupDrawBlending(mode); 3469 setupDrawProgram(); 3470 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3471 setupDrawColorUniforms(); 3472 setupDrawShaderUniforms(ignoreTransform); 3473 setupDrawColorFilterUniforms(); 3474 setupDrawSimpleMesh(); 3475 3476 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3477} 3478 3479void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3480 Texture* texture, SkPaint* paint) { 3481 int alpha; 3482 SkXfermode::Mode mode; 3483 getAlphaAndMode(paint, &alpha, &mode); 3484 3485 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3486 3487 GLvoid* vertices = (GLvoid*) NULL; 3488 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3489 3490 if (texture->uvMapper) { 3491 vertices = &mMeshVertices[0].position[0]; 3492 texCoords = &mMeshVertices[0].texture[0]; 3493 3494 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3495 texture->uvMapper->map(uvs); 3496 3497 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3498 } 3499 3500 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3501 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 3502 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 3503 3504 texture->setFilter(GL_NEAREST, true); 3505 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3506 alpha / 255.0f, mode, texture->blend, vertices, texCoords, 3507 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3508 } else { 3509 texture->setFilter(FILTER(paint), true); 3510 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 3511 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3512 } 3513 3514 if (texture->uvMapper) { 3515 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3516 } 3517} 3518 3519void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3520 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 3521 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 3522 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 3523} 3524 3525void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3526 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3527 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3528 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3529 3530 setupDraw(); 3531 setupDrawWithTexture(); 3532 setupDrawColor(alpha, alpha, alpha, alpha); 3533 setupDrawColorFilter(); 3534 setupDrawBlending(blend, mode, swapSrcDst); 3535 setupDrawProgram(); 3536 if (!dirty) setupDrawDirtyRegionsDisabled(); 3537 if (!ignoreScale) { 3538 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3539 } else { 3540 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3541 } 3542 setupDrawTexture(texture); 3543 setupDrawPureColorUniforms(); 3544 setupDrawColorFilterUniforms(); 3545 setupDrawMesh(vertices, texCoords, vbo); 3546 3547 glDrawArrays(drawMode, 0, elementsCount); 3548 3549 finishDrawTexture(); 3550} 3551 3552void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3553 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3554 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3555 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3556 3557 setupDraw(); 3558 setupDrawWithTexture(); 3559 setupDrawColor(alpha, alpha, alpha, alpha); 3560 setupDrawColorFilter(); 3561 setupDrawBlending(blend, mode, swapSrcDst); 3562 setupDrawProgram(); 3563 if (!dirty) setupDrawDirtyRegionsDisabled(); 3564 if (!ignoreScale) { 3565 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3566 } else { 3567 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3568 } 3569 setupDrawTexture(texture); 3570 setupDrawPureColorUniforms(); 3571 setupDrawColorFilterUniforms(); 3572 setupDrawMeshIndices(vertices, texCoords, vbo); 3573 3574 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3575 3576 finishDrawTexture(); 3577} 3578 3579void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3580 GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode, 3581 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3582 bool ignoreTransform, bool ignoreScale, bool dirty) { 3583 3584 setupDraw(); 3585 setupDrawWithTexture(true); 3586 if (hasColor) { 3587 setupDrawAlpha8Color(color, alpha); 3588 } 3589 setupDrawColorFilter(); 3590 setupDrawShader(); 3591 setupDrawBlending(true, mode); 3592 setupDrawProgram(); 3593 if (!dirty) setupDrawDirtyRegionsDisabled(); 3594 if (!ignoreScale) { 3595 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3596 } else { 3597 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3598 } 3599 setupDrawTexture(texture); 3600 setupDrawPureColorUniforms(); 3601 setupDrawColorFilterUniforms(); 3602 setupDrawShaderUniforms(); 3603 setupDrawMesh(vertices, texCoords); 3604 3605 glDrawArrays(drawMode, 0, elementsCount); 3606 3607 finishDrawTexture(); 3608} 3609 3610void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3611 ProgramDescription& description, bool swapSrcDst) { 3612 if (mCountOverdraw) { 3613 if (!mCaches.blend) glEnable(GL_BLEND); 3614 if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) { 3615 glBlendFunc(GL_ONE, GL_ONE); 3616 } 3617 3618 mCaches.blend = true; 3619 mCaches.lastSrcMode = GL_ONE; 3620 mCaches.lastDstMode = GL_ONE; 3621 3622 return; 3623 } 3624 3625 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3626 3627 if (blend) { 3628 // These blend modes are not supported by OpenGL directly and have 3629 // to be implemented using shaders. Since the shader will perform 3630 // the blending, turn blending off here 3631 // If the blend mode cannot be implemented using shaders, fall 3632 // back to the default SrcOver blend mode instead 3633 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3634 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3635 description.framebufferMode = mode; 3636 description.swapSrcDst = swapSrcDst; 3637 3638 if (mCaches.blend) { 3639 glDisable(GL_BLEND); 3640 mCaches.blend = false; 3641 } 3642 3643 return; 3644 } else { 3645 mode = SkXfermode::kSrcOver_Mode; 3646 } 3647 } 3648 3649 if (!mCaches.blend) { 3650 glEnable(GL_BLEND); 3651 } 3652 3653 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3654 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3655 3656 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3657 glBlendFunc(sourceMode, destMode); 3658 mCaches.lastSrcMode = sourceMode; 3659 mCaches.lastDstMode = destMode; 3660 } 3661 } else if (mCaches.blend) { 3662 glDisable(GL_BLEND); 3663 } 3664 mCaches.blend = blend; 3665} 3666 3667bool OpenGLRenderer::useProgram(Program* program) { 3668 if (!program->isInUse()) { 3669 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3670 program->use(); 3671 mCaches.currentProgram = program; 3672 return false; 3673 } 3674 return true; 3675} 3676 3677void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3678 TextureVertex* v = &mMeshVertices[0]; 3679 TextureVertex::setUV(v++, u1, v1); 3680 TextureVertex::setUV(v++, u2, v1); 3681 TextureVertex::setUV(v++, u1, v2); 3682 TextureVertex::setUV(v++, u2, v2); 3683} 3684 3685void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3686 getAlphaAndModeDirect(paint, alpha, mode); 3687 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3688 // if drawing a layer, ignore the paint's alpha 3689 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3690 } 3691 *alpha *= mSnapshot->alpha; 3692} 3693 3694float OpenGLRenderer::getLayerAlpha(Layer* layer) const { 3695 float alpha; 3696 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3697 alpha = mDrawModifiers.mOverrideLayerAlpha; 3698 } else { 3699 alpha = layer->getAlpha() / 255.0f; 3700 } 3701 return alpha * mSnapshot->alpha; 3702} 3703 3704}; // namespace uirenderer 3705}; // namespace android 3706