OpenGLRenderer.cpp revision 627c6fd91377ead85f74a365438e25610ef1e2ee
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 // 1x overdraw 534 mCaches.stencil.enableDebugTest(2); 535 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 536 537 // 2x overdraw 538 mCaches.stencil.enableDebugTest(3); 539 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 540 541 // 3x overdraw 542 mCaches.stencil.enableDebugTest(4); 543 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 544 545 // 4x overdraw and higher 546 mCaches.stencil.enableDebugTest(4, true); 547 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 548 549 mCaches.stencil.disable(); 550 } 551} 552 553void OpenGLRenderer::countOverdraw() { 554 size_t count = mWidth * mHeight; 555 uint32_t* buffer = new uint32_t[count]; 556 glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]); 557 558 size_t total = 0; 559 for (size_t i = 0; i < count; i++) { 560 total += buffer[i] & 0xff; 561 } 562 563 mOverdraw = total / float(count); 564 565 delete[] buffer; 566} 567 568/////////////////////////////////////////////////////////////////////////////// 569// Layers 570/////////////////////////////////////////////////////////////////////////////// 571 572bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 573 if (layer->deferredUpdateScheduled && layer->renderer && 574 layer->displayList && layer->displayList->isRenderable()) { 575 ATRACE_CALL(); 576 577 Rect& dirty = layer->dirtyRect; 578 579 if (inFrame) { 580 endTiling(); 581 debugOverdraw(false, false); 582 } 583 584 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 585 layer->render(); 586 } else { 587 layer->defer(); 588 } 589 590 if (inFrame) { 591 resumeAfterLayer(); 592 startTiling(mSnapshot); 593 } 594 595 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 596 layer->hasDrawnSinceUpdate = false; 597 598 return true; 599 } 600 601 return false; 602} 603 604void OpenGLRenderer::updateLayers() { 605 // If draw deferring is enabled this method will simply defer 606 // the display list of each individual layer. The layers remain 607 // in the layer updates list which will be cleared by flushLayers(). 608 int count = mLayerUpdates.size(); 609 if (count > 0) { 610 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 611 startMark("Layer Updates"); 612 } else { 613 startMark("Defer Layer Updates"); 614 } 615 616 // Note: it is very important to update the layers in order 617 for (int i = 0; i < count; i++) { 618 Layer* layer = mLayerUpdates.itemAt(i); 619 updateLayer(layer, false); 620 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 621 mCaches.resourceCache.decrementRefcount(layer); 622 } 623 } 624 625 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 626 mLayerUpdates.clear(); 627 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 628 } 629 endMark(); 630 } 631} 632 633void OpenGLRenderer::flushLayers() { 634 int count = mLayerUpdates.size(); 635 if (count > 0) { 636 startMark("Apply Layer Updates"); 637 char layerName[12]; 638 639 // Note: it is very important to update the layers in order 640 for (int i = 0; i < count; i++) { 641 sprintf(layerName, "Layer #%d", i); 642 startMark(layerName); 643 644 ATRACE_BEGIN("flushLayer"); 645 Layer* layer = mLayerUpdates.itemAt(i); 646 layer->flush(); 647 ATRACE_END(); 648 649 mCaches.resourceCache.decrementRefcount(layer); 650 651 endMark(); 652 } 653 654 mLayerUpdates.clear(); 655 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 656 657 endMark(); 658 } 659} 660 661void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 662 if (layer) { 663 // Make sure we don't introduce duplicates. 664 // SortedVector would do this automatically but we need to respect 665 // the insertion order. The linear search is not an issue since 666 // this list is usually very short (typically one item, at most a few) 667 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 668 if (mLayerUpdates.itemAt(i) == layer) { 669 return; 670 } 671 } 672 mLayerUpdates.push_back(layer); 673 mCaches.resourceCache.incrementRefcount(layer); 674 } 675} 676 677void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 678 if (layer) { 679 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 680 if (mLayerUpdates.itemAt(i) == layer) { 681 mLayerUpdates.removeAt(i); 682 mCaches.resourceCache.decrementRefcount(layer); 683 break; 684 } 685 } 686 } 687} 688 689void OpenGLRenderer::clearLayerUpdates() { 690 size_t count = mLayerUpdates.size(); 691 if (count > 0) { 692 mCaches.resourceCache.lock(); 693 for (size_t i = 0; i < count; i++) { 694 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 695 } 696 mCaches.resourceCache.unlock(); 697 mLayerUpdates.clear(); 698 } 699} 700 701void OpenGLRenderer::flushLayerUpdates() { 702 syncState(); 703 updateLayers(); 704 flushLayers(); 705 // Wait for all the layer updates to be executed 706 AutoFence fence; 707} 708 709/////////////////////////////////////////////////////////////////////////////// 710// State management 711/////////////////////////////////////////////////////////////////////////////// 712 713int OpenGLRenderer::getSaveCount() const { 714 return mSaveCount; 715} 716 717int OpenGLRenderer::save(int flags) { 718 return saveSnapshot(flags); 719} 720 721void OpenGLRenderer::restore() { 722 if (mSaveCount > 1) { 723 restoreSnapshot(); 724 } 725} 726 727void OpenGLRenderer::restoreToCount(int saveCount) { 728 if (saveCount < 1) saveCount = 1; 729 730 while (mSaveCount > saveCount) { 731 restoreSnapshot(); 732 } 733} 734 735int OpenGLRenderer::saveSnapshot(int flags) { 736 mSnapshot = new Snapshot(mSnapshot, flags); 737 return mSaveCount++; 738} 739 740bool OpenGLRenderer::restoreSnapshot() { 741 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 742 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 743 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 744 745 sp<Snapshot> current = mSnapshot; 746 sp<Snapshot> previous = mSnapshot->previous; 747 748 if (restoreOrtho) { 749 Rect& r = previous->viewport; 750 glViewport(r.left, r.top, r.right, r.bottom); 751 mOrthoMatrix.load(current->orthoMatrix); 752 } 753 754 mSaveCount--; 755 mSnapshot = previous; 756 757 if (restoreClip) { 758 dirtyClip(); 759 } 760 761 if (restoreLayer) { 762 endMark(); // Savelayer 763 startMark("ComposeLayer"); 764 composeLayer(current, previous); 765 endMark(); 766 } 767 768 return restoreClip; 769} 770 771/////////////////////////////////////////////////////////////////////////////// 772// Layers 773/////////////////////////////////////////////////////////////////////////////// 774 775int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 776 int alpha, SkXfermode::Mode mode, int flags) { 777 const GLuint previousFbo = mSnapshot->fbo; 778 const int count = saveSnapshot(flags); 779 780 if (!mSnapshot->isIgnored()) { 781 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 782 } 783 784 return count; 785} 786 787void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 788 const Rect untransformedBounds(bounds); 789 790 currentTransform().mapRect(bounds); 791 792 // Layers only make sense if they are in the framebuffer's bounds 793 if (bounds.intersect(*mSnapshot->clipRect)) { 794 // We cannot work with sub-pixels in this case 795 bounds.snapToPixelBoundaries(); 796 797 // When the layer is not an FBO, we may use glCopyTexImage so we 798 // need to make sure the layer does not extend outside the bounds 799 // of the framebuffer 800 if (!bounds.intersect(mSnapshot->previous->viewport)) { 801 bounds.setEmpty(); 802 } else if (fboLayer) { 803 clip.set(bounds); 804 mat4 inverse; 805 inverse.loadInverse(currentTransform()); 806 inverse.mapRect(clip); 807 clip.snapToPixelBoundaries(); 808 if (clip.intersect(untransformedBounds)) { 809 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 810 bounds.set(untransformedBounds); 811 } else { 812 clip.setEmpty(); 813 } 814 } 815 } else { 816 bounds.setEmpty(); 817 } 818} 819 820void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 821 bool fboLayer, int alpha) { 822 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 823 bounds.getHeight() > mCaches.maxTextureSize || 824 (fboLayer && clip.isEmpty())) { 825 mSnapshot->empty = fboLayer; 826 } else { 827 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 828 } 829} 830 831int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 832 int alpha, SkXfermode::Mode mode, int flags) { 833 const GLuint previousFbo = mSnapshot->fbo; 834 const int count = saveSnapshot(flags); 835 836 if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 837 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 838 // operations will be able to store and restore the current clip and transform info, and 839 // quick rejection will be correct (for display lists) 840 841 Rect bounds(left, top, right, bottom); 842 Rect clip; 843 calculateLayerBoundsAndClip(bounds, clip, true); 844 updateSnapshotIgnoreForLayer(bounds, clip, true, alpha); 845 846 if (!mSnapshot->isIgnored()) { 847 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 848 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 849 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 850 } 851 } 852 853 return count; 854} 855 856 857/** 858 * Layers are viewed by Skia are slightly different than layers in image editing 859 * programs (for instance.) When a layer is created, previously created layers 860 * and the frame buffer still receive every drawing command. For instance, if a 861 * layer is created and a shape intersecting the bounds of the layers and the 862 * framebuffer is draw, the shape will be drawn on both (unless the layer was 863 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 864 * 865 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 866 * texture. Unfortunately, this is inefficient as it requires every primitive to 867 * be drawn n + 1 times, where n is the number of active layers. In practice this 868 * means, for every primitive: 869 * - Switch active frame buffer 870 * - Change viewport, clip and projection matrix 871 * - Issue the drawing 872 * 873 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 874 * To avoid this, layers are implemented in a different way here, at least in the 875 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 876 * is set. When this flag is set we can redirect all drawing operations into a 877 * single FBO. 878 * 879 * This implementation relies on the frame buffer being at least RGBA 8888. When 880 * a layer is created, only a texture is created, not an FBO. The content of the 881 * frame buffer contained within the layer's bounds is copied into this texture 882 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 883 * buffer and drawing continues as normal. This technique therefore treats the 884 * frame buffer as a scratch buffer for the layers. 885 * 886 * To compose the layers back onto the frame buffer, each layer texture 887 * (containing the original frame buffer data) is drawn as a simple quad over 888 * the frame buffer. The trick is that the quad is set as the composition 889 * destination in the blending equation, and the frame buffer becomes the source 890 * of the composition. 891 * 892 * Drawing layers with an alpha value requires an extra step before composition. 893 * An empty quad is drawn over the layer's region in the frame buffer. This quad 894 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 895 * quad is used to multiply the colors in the frame buffer. This is achieved by 896 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 897 * GL_ZERO, GL_SRC_ALPHA. 898 * 899 * Because glCopyTexImage2D() can be slow, an alternative implementation might 900 * be use to draw a single clipped layer. The implementation described above 901 * is correct in every case. 902 * 903 * (1) The frame buffer is actually not cleared right away. To allow the GPU 904 * to potentially optimize series of calls to glCopyTexImage2D, the frame 905 * buffer is left untouched until the first drawing operation. Only when 906 * something actually gets drawn are the layers regions cleared. 907 */ 908bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 909 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 910 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 911 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 912 913 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 914 915 // Window coordinates of the layer 916 Rect clip; 917 Rect bounds(left, top, right, bottom); 918 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 919 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha); 920 921 // Bail out if we won't draw in this snapshot 922 if (mSnapshot->isIgnored()) { 923 return false; 924 } 925 926 mCaches.activeTexture(0); 927 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 928 if (!layer) { 929 return false; 930 } 931 932 layer->setAlpha(alpha, mode); 933 layer->layer.set(bounds); 934 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 935 bounds.getWidth() / float(layer->getWidth()), 0.0f); 936 layer->setColorFilter(mDrawModifiers.mColorFilter); 937 layer->setBlend(true); 938 layer->setDirty(false); 939 940 // Save the layer in the snapshot 941 mSnapshot->flags |= Snapshot::kFlagIsLayer; 942 mSnapshot->layer = layer; 943 944 startMark("SaveLayer"); 945 if (fboLayer) { 946 return createFboLayer(layer, bounds, clip, previousFbo); 947 } else { 948 // Copy the framebuffer into the layer 949 layer->bindTexture(); 950 if (!bounds.isEmpty()) { 951 if (layer->isEmpty()) { 952 // Workaround for some GL drivers. When reading pixels lying outside 953 // of the window we should get undefined values for those pixels. 954 // Unfortunately some drivers will turn the entire target texture black 955 // when reading outside of the window. 956 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 957 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); 958 layer->setEmpty(false); 959 } 960 961 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 962 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 963 964 // Enqueue the buffer coordinates to clear the corresponding region later 965 mLayers.push(new Rect(bounds)); 966 } 967 } 968 969 return true; 970} 971 972bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 973 layer->clipRect.set(clip); 974 layer->setFbo(mCaches.fboCache.get()); 975 976 mSnapshot->region = &mSnapshot->layer->region; 977 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer | 978 Snapshot::kFlagDirtyOrtho; 979 mSnapshot->fbo = layer->getFbo(); 980 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 981 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 982 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 983 mSnapshot->height = bounds.getHeight(); 984 mSnapshot->orthoMatrix.load(mOrthoMatrix); 985 986 endTiling(); 987 debugOverdraw(false, false); 988 // Bind texture to FBO 989 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 990 layer->bindTexture(); 991 992 // Initialize the texture if needed 993 if (layer->isEmpty()) { 994 layer->allocateTexture(); 995 layer->setEmpty(false); 996 } 997 998 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 999 layer->getTexture(), 0); 1000 1001 startTiling(mSnapshot, true); 1002 1003 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 1004 mCaches.enableScissor(); 1005 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 1006 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 1007 glClear(GL_COLOR_BUFFER_BIT); 1008 1009 dirtyClip(); 1010 1011 // Change the ortho projection 1012 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 1013 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 1014 1015 return true; 1016} 1017 1018/** 1019 * Read the documentation of createLayer() before doing anything in this method. 1020 */ 1021void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 1022 if (!current->layer) { 1023 ALOGE("Attempting to compose a layer that does not exist"); 1024 return; 1025 } 1026 1027 Layer* layer = current->layer; 1028 const Rect& rect = layer->layer; 1029 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 1030 1031 bool clipRequired = false; 1032 quickRejectNoScissor(rect, &clipRequired); // safely ignore return, should never be rejected 1033 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1034 1035 if (fboLayer) { 1036 endTiling(); 1037 1038 // Detach the texture from the FBO 1039 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 1040 1041 layer->removeFbo(false); 1042 1043 // Unbind current FBO and restore previous one 1044 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 1045 debugOverdraw(true, false); 1046 1047 startTiling(previous); 1048 } 1049 1050 if (!fboLayer && layer->getAlpha() < 255) { 1051 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 1052 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 1053 // Required below, composeLayerRect() will divide by 255 1054 layer->setAlpha(255); 1055 } 1056 1057 mCaches.unbindMeshBuffer(); 1058 1059 mCaches.activeTexture(0); 1060 1061 // When the layer is stored in an FBO, we can save a bit of fillrate by 1062 // drawing only the dirty region 1063 if (fboLayer) { 1064 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 1065 if (layer->getColorFilter()) { 1066 setupColorFilter(layer->getColorFilter()); 1067 } 1068 composeLayerRegion(layer, rect); 1069 if (layer->getColorFilter()) { 1070 resetColorFilter(); 1071 } 1072 } else if (!rect.isEmpty()) { 1073 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 1074 composeLayerRect(layer, rect, true); 1075 } 1076 1077 dirtyClip(); 1078 1079 // Failing to add the layer to the cache should happen only if the layer is too large 1080 if (!mCaches.layerCache.put(layer)) { 1081 LAYER_LOGD("Deleting layer"); 1082 Caches::getInstance().resourceCache.decrementRefcount(layer); 1083 } 1084} 1085 1086void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 1087 float alpha = getLayerAlpha(layer); 1088 1089 setupDraw(); 1090 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1091 setupDrawWithTexture(); 1092 } else { 1093 setupDrawWithExternalTexture(); 1094 } 1095 setupDrawTextureTransform(); 1096 setupDrawColor(alpha, alpha, alpha, alpha); 1097 setupDrawColorFilter(); 1098 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 1099 setupDrawProgram(); 1100 setupDrawPureColorUniforms(); 1101 setupDrawColorFilterUniforms(); 1102 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1103 setupDrawTexture(layer->getTexture()); 1104 } else { 1105 setupDrawExternalTexture(layer->getTexture()); 1106 } 1107 if (currentTransform().isPureTranslate() && 1108 layer->getWidth() == (uint32_t) rect.getWidth() && 1109 layer->getHeight() == (uint32_t) rect.getHeight()) { 1110 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1111 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1112 1113 layer->setFilter(GL_NEAREST); 1114 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1115 } else { 1116 layer->setFilter(GL_LINEAR); 1117 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 1118 } 1119 setupDrawTextureTransformUniforms(layer->getTexTransform()); 1120 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 1121 1122 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1123} 1124 1125void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 1126 if (!layer->isTextureLayer()) { 1127 const Rect& texCoords = layer->texCoords; 1128 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 1129 texCoords.right, texCoords.bottom); 1130 1131 float x = rect.left; 1132 float y = rect.top; 1133 bool simpleTransform = currentTransform().isPureTranslate() && 1134 layer->getWidth() == (uint32_t) rect.getWidth() && 1135 layer->getHeight() == (uint32_t) rect.getHeight(); 1136 1137 if (simpleTransform) { 1138 // When we're swapping, the layer is already in screen coordinates 1139 if (!swap) { 1140 x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1141 y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1142 } 1143 1144 layer->setFilter(GL_NEAREST, true); 1145 } else { 1146 layer->setFilter(GL_LINEAR, true); 1147 } 1148 1149 float alpha = getLayerAlpha(layer); 1150 bool blend = layer->isBlend() || alpha < 1.0f; 1151 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1152 layer->getTexture(), alpha, layer->getMode(), blend, 1153 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1154 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1155 1156 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1157 } else { 1158 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1159 drawTextureLayer(layer, rect); 1160 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1161 } 1162} 1163 1164/** 1165 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1166 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1167 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1168 * by saveLayer's restore 1169 */ 1170#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1171 DRAW_COMMAND; \ 1172 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1173 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1174 DRAW_COMMAND; \ 1175 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1176 } \ 1177 } 1178 1179#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1180 1181void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1182 if (layer->region.isRect()) { 1183 layer->setRegionAsRect(); 1184 1185 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1186 1187 layer->region.clear(); 1188 return; 1189 } 1190 1191 if (CC_LIKELY(!layer->region.isEmpty())) { 1192 size_t count; 1193 const android::Rect* rects; 1194 Region safeRegion; 1195 if (CC_LIKELY(hasRectToRectTransform())) { 1196 rects = layer->region.getArray(&count); 1197 } else { 1198 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1199 rects = safeRegion.getArray(&count); 1200 } 1201 1202 const float alpha = getLayerAlpha(layer); 1203 const float texX = 1.0f / float(layer->getWidth()); 1204 const float texY = 1.0f / float(layer->getHeight()); 1205 const float height = rect.getHeight(); 1206 1207 setupDraw(); 1208 1209 // We must get (and therefore bind) the region mesh buffer 1210 // after we setup drawing in case we need to mess with the 1211 // stencil buffer in setupDraw() 1212 TextureVertex* mesh = mCaches.getRegionMesh(); 1213 uint32_t numQuads = 0; 1214 1215 setupDrawWithTexture(); 1216 setupDrawColor(alpha, alpha, alpha, alpha); 1217 setupDrawColorFilter(); 1218 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1219 setupDrawProgram(); 1220 setupDrawDirtyRegionsDisabled(); 1221 setupDrawPureColorUniforms(); 1222 setupDrawColorFilterUniforms(); 1223 setupDrawTexture(layer->getTexture()); 1224 if (currentTransform().isPureTranslate()) { 1225 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1226 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1227 1228 layer->setFilter(GL_NEAREST); 1229 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1230 } else { 1231 layer->setFilter(GL_LINEAR); 1232 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1233 } 1234 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 1235 1236 for (size_t i = 0; i < count; i++) { 1237 const android::Rect* r = &rects[i]; 1238 1239 const float u1 = r->left * texX; 1240 const float v1 = (height - r->top) * texY; 1241 const float u2 = r->right * texX; 1242 const float v2 = (height - r->bottom) * texY; 1243 1244 // TODO: Reject quads outside of the clip 1245 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1246 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1247 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1248 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1249 1250 numQuads++; 1251 1252 if (numQuads >= gMaxNumberOfQuads) { 1253 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1254 GL_UNSIGNED_SHORT, NULL)); 1255 numQuads = 0; 1256 mesh = mCaches.getRegionMesh(); 1257 } 1258 } 1259 1260 if (numQuads > 0) { 1261 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1262 GL_UNSIGNED_SHORT, NULL)); 1263 } 1264 1265#if DEBUG_LAYERS_AS_REGIONS 1266 drawRegionRects(layer->region); 1267#endif 1268 1269 layer->region.clear(); 1270 } 1271} 1272 1273void OpenGLRenderer::drawRegionRects(const Region& region) { 1274#if DEBUG_LAYERS_AS_REGIONS 1275 size_t count; 1276 const android::Rect* rects = region.getArray(&count); 1277 1278 uint32_t colors[] = { 1279 0x7fff0000, 0x7f00ff00, 1280 0x7f0000ff, 0x7fff00ff, 1281 }; 1282 1283 int offset = 0; 1284 int32_t top = rects[0].top; 1285 1286 for (size_t i = 0; i < count; i++) { 1287 if (top != rects[i].top) { 1288 offset ^= 0x2; 1289 top = rects[i].top; 1290 } 1291 1292 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1293 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1294 SkXfermode::kSrcOver_Mode); 1295 } 1296#endif 1297} 1298 1299void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color, 1300 SkXfermode::Mode mode, bool dirty) { 1301 Vector<float> rects; 1302 1303 SkRegion::Iterator it(region); 1304 while (!it.done()) { 1305 const SkIRect& r = it.rect(); 1306 rects.push(r.fLeft); 1307 rects.push(r.fTop); 1308 rects.push(r.fRight); 1309 rects.push(r.fBottom); 1310 it.next(); 1311 } 1312 1313 drawColorRects(rects.array(), rects.size(), color, mode, true, dirty, false); 1314} 1315 1316void OpenGLRenderer::dirtyLayer(const float left, const float top, 1317 const float right, const float bottom, const mat4 transform) { 1318 if (hasLayer()) { 1319 Rect bounds(left, top, right, bottom); 1320 transform.mapRect(bounds); 1321 dirtyLayerUnchecked(bounds, getRegion()); 1322 } 1323} 1324 1325void OpenGLRenderer::dirtyLayer(const float left, const float top, 1326 const float right, const float bottom) { 1327 if (hasLayer()) { 1328 Rect bounds(left, top, right, bottom); 1329 dirtyLayerUnchecked(bounds, getRegion()); 1330 } 1331} 1332 1333void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1334 if (bounds.intersect(*mSnapshot->clipRect)) { 1335 bounds.snapToPixelBoundaries(); 1336 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1337 if (!dirty.isEmpty()) { 1338 region->orSelf(dirty); 1339 } 1340 } 1341} 1342 1343void OpenGLRenderer::drawIndexedQuads(Vertex* mesh, GLsizei quadsCount) { 1344 GLsizei elementsCount = quadsCount * 6; 1345 while (elementsCount > 0) { 1346 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 1347 1348 setupDrawIndexedVertices(&mesh[0].position[0]); 1349 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL); 1350 1351 elementsCount -= drawCount; 1352 // Though there are 4 vertices in a quad, we use 6 indices per 1353 // quad to draw with GL_TRIANGLES 1354 mesh += (drawCount / 6) * 4; 1355 } 1356} 1357 1358void OpenGLRenderer::clearLayerRegions() { 1359 const size_t count = mLayers.size(); 1360 if (count == 0) return; 1361 1362 if (!mSnapshot->isIgnored()) { 1363 // Doing several glScissor/glClear here can negatively impact 1364 // GPUs with a tiler architecture, instead we draw quads with 1365 // the Clear blending mode 1366 1367 // The list contains bounds that have already been clipped 1368 // against their initial clip rect, and the current clip 1369 // is likely different so we need to disable clipping here 1370 bool scissorChanged = mCaches.disableScissor(); 1371 1372 Vertex mesh[count * 4]; 1373 Vertex* vertex = mesh; 1374 1375 for (uint32_t i = 0; i < count; i++) { 1376 Rect* bounds = mLayers.itemAt(i); 1377 1378 Vertex::set(vertex++, bounds->left, bounds->top); 1379 Vertex::set(vertex++, bounds->right, bounds->top); 1380 Vertex::set(vertex++, bounds->left, bounds->bottom); 1381 Vertex::set(vertex++, bounds->right, bounds->bottom); 1382 1383 delete bounds; 1384 } 1385 // We must clear the list of dirty rects before we 1386 // call setupDraw() to prevent stencil setup to do 1387 // the same thing again 1388 mLayers.clear(); 1389 1390 setupDraw(false); 1391 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1392 setupDrawBlending(true, SkXfermode::kClear_Mode); 1393 setupDrawProgram(); 1394 setupDrawPureColorUniforms(); 1395 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1396 1397 drawIndexedQuads(&mesh[0], count); 1398 1399 if (scissorChanged) mCaches.enableScissor(); 1400 } else { 1401 for (uint32_t i = 0; i < count; i++) { 1402 delete mLayers.itemAt(i); 1403 } 1404 mLayers.clear(); 1405 } 1406} 1407 1408/////////////////////////////////////////////////////////////////////////////// 1409// State Deferral 1410/////////////////////////////////////////////////////////////////////////////// 1411 1412bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1413 const Rect& currentClip = *(mSnapshot->clipRect); 1414 const mat4& currentMatrix = *(mSnapshot->transform); 1415 1416 if (stateDeferFlags & kStateDeferFlag_Draw) { 1417 // state has bounds initialized in local coordinates 1418 if (!state.mBounds.isEmpty()) { 1419 currentMatrix.mapRect(state.mBounds); 1420 Rect clippedBounds(state.mBounds); 1421 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1422 // is used, it should more closely duplicate the quickReject logic (in how it uses 1423 // snapToPixelBoundaries) 1424 1425 if(!clippedBounds.intersect(currentClip)) { 1426 // quick rejected 1427 return true; 1428 } 1429 1430 state.mClipSideFlags = kClipSide_None; 1431 if (!currentClip.contains(state.mBounds)) { 1432 int& flags = state.mClipSideFlags; 1433 // op partially clipped, so record which sides are clipped for clip-aware merging 1434 if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left; 1435 if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top; 1436 if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right; 1437 if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1438 } 1439 state.mBounds.set(clippedBounds); 1440 } else { 1441 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1442 // overdraw avoidance (since we don't know what it overlaps) 1443 state.mClipSideFlags = kClipSide_ConservativeFull; 1444 state.mBounds.set(currentClip); 1445 } 1446 } 1447 1448 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1449 if (state.mClipValid) { 1450 state.mClip.set(currentClip); 1451 } 1452 1453 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1454 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1455 state.mMatrix.load(currentMatrix); 1456 state.mDrawModifiers = mDrawModifiers; 1457 state.mAlpha = mSnapshot->alpha; 1458 return false; 1459} 1460 1461void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1462 currentTransform().load(state.mMatrix); 1463 mDrawModifiers = state.mDrawModifiers; 1464 mSnapshot->alpha = state.mAlpha; 1465 1466 if (state.mClipValid && !skipClipRestore) { 1467 mSnapshot->setClip(state.mClip.left, state.mClip.top, 1468 state.mClip.right, state.mClip.bottom); 1469 dirtyClip(); 1470 } 1471} 1472 1473/** 1474 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1475 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1476 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1477 * 1478 * This method should be called when restoreDisplayState() won't be restoring the clip 1479 */ 1480void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1481 if (clipRect != NULL) { 1482 mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1483 } else { 1484 mSnapshot->setClip(0, 0, mWidth, mHeight); 1485 } 1486 dirtyClip(); 1487 mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled); 1488} 1489 1490/////////////////////////////////////////////////////////////////////////////// 1491// Transforms 1492/////////////////////////////////////////////////////////////////////////////// 1493 1494void OpenGLRenderer::translate(float dx, float dy) { 1495 currentTransform().translate(dx, dy); 1496} 1497 1498void OpenGLRenderer::rotate(float degrees) { 1499 currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f); 1500} 1501 1502void OpenGLRenderer::scale(float sx, float sy) { 1503 currentTransform().scale(sx, sy, 1.0f); 1504} 1505 1506void OpenGLRenderer::skew(float sx, float sy) { 1507 currentTransform().skew(sx, sy); 1508} 1509 1510void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1511 if (matrix) { 1512 currentTransform().load(*matrix); 1513 } else { 1514 currentTransform().loadIdentity(); 1515 } 1516} 1517 1518bool OpenGLRenderer::hasRectToRectTransform() { 1519 return CC_LIKELY(currentTransform().rectToRect()); 1520} 1521 1522void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1523 currentTransform().copyTo(*matrix); 1524} 1525 1526void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1527 SkMatrix transform; 1528 currentTransform().copyTo(transform); 1529 transform.preConcat(*matrix); 1530 currentTransform().load(transform); 1531} 1532 1533/////////////////////////////////////////////////////////////////////////////// 1534// Clipping 1535/////////////////////////////////////////////////////////////////////////////// 1536 1537void OpenGLRenderer::setScissorFromClip() { 1538 Rect clip(*mSnapshot->clipRect); 1539 clip.snapToPixelBoundaries(); 1540 1541 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1542 clip.getWidth(), clip.getHeight())) { 1543 mDirtyClip = false; 1544 } 1545} 1546 1547void OpenGLRenderer::ensureStencilBuffer() { 1548 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1549 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1550 // just hope we have one when hasLayer() returns false. 1551 if (hasLayer()) { 1552 attachStencilBufferToLayer(mSnapshot->layer); 1553 } 1554} 1555 1556void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1557 // The layer's FBO is already bound when we reach this stage 1558 if (!layer->getStencilRenderBuffer()) { 1559 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1560 // is attached after we initiated tiling. We must turn it off, 1561 // attach the new render buffer then turn tiling back on 1562 endTiling(); 1563 1564 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1565 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1566 layer->setStencilRenderBuffer(buffer); 1567 1568 startTiling(layer->clipRect, layer->layer.getHeight()); 1569 } 1570} 1571 1572void OpenGLRenderer::setStencilFromClip() { 1573 if (!mCaches.debugOverdraw) { 1574 if (!mSnapshot->clipRegion->isEmpty()) { 1575 // NOTE: The order here is important, we must set dirtyClip to false 1576 // before any draw call to avoid calling back into this method 1577 mDirtyClip = false; 1578 1579 ensureStencilBuffer(); 1580 1581 mCaches.stencil.enableWrite(); 1582 1583 // Clear the stencil but first make sure we restrict drawing 1584 // to the region's bounds 1585 bool resetScissor = mCaches.enableScissor(); 1586 if (resetScissor) { 1587 // The scissor was not set so we now need to update it 1588 setScissorFromClip(); 1589 } 1590 mCaches.stencil.clear(); 1591 if (resetScissor) mCaches.disableScissor(); 1592 1593 // NOTE: We could use the region contour path to generate a smaller mesh 1594 // Since we are using the stencil we could use the red book path 1595 // drawing technique. It might increase bandwidth usage though. 1596 1597 // The last parameter is important: we are not drawing in the color buffer 1598 // so we don't want to dirty the current layer, if any 1599 drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false); 1600 1601 mCaches.stencil.enableTest(); 1602 1603 // Draw the region used to generate the stencil if the appropriate debug 1604 // mode is enabled 1605 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1606 drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode); 1607 } 1608 } else { 1609 mCaches.stencil.disable(); 1610 } 1611 } 1612} 1613 1614const Rect& OpenGLRenderer::getClipBounds() { 1615 return mSnapshot->getLocalClip(); 1616} 1617 1618bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1619 bool snapOut, bool* clipRequired) { 1620 if (mSnapshot->isIgnored() || bottom <= top || right <= left) { 1621 return true; 1622 } 1623 1624 Rect r(left, top, right, bottom); 1625 currentTransform().mapRect(r); 1626 1627 if (snapOut) { 1628 // snapOut is generally used to account for 1 pixel ramp (in window coordinates) 1629 // outside of the provided rect boundaries in tessellated AA geometry 1630 r.snapOutToPixelBoundaries(); 1631 } else { 1632 r.snapToPixelBoundaries(); 1633 } 1634 1635 Rect clipRect(*mSnapshot->clipRect); 1636 clipRect.snapToPixelBoundaries(); 1637 1638 if (!clipRect.intersects(r)) return true; 1639 1640 if (clipRequired) *clipRequired = !clipRect.contains(r); 1641 return false; 1642} 1643 1644bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, 1645 SkPaint* paint) { 1646 // AA geometry will likely have a ramp around it (not accounted for in local bounds). Snap out 1647 // the final mapped rect to ensure correct clipping behavior for the ramp. 1648 bool snapOut = paint->isAntiAlias(); 1649 1650 if (paint->getStyle() != SkPaint::kFill_Style) { 1651 float outset = paint->getStrokeWidth() * 0.5f; 1652 return quickReject(left - outset, top - outset, right + outset, bottom + outset, snapOut); 1653 } else { 1654 return quickReject(left, top, right, bottom, snapOut); 1655 } 1656} 1657 1658bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom, bool snapOut) { 1659 bool clipRequired = false; 1660 if (quickRejectNoScissor(left, top, right, bottom, snapOut, &clipRequired)) { 1661 return true; 1662 } 1663 1664 if (!isDeferred()) { 1665 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1666 } 1667 return false; 1668} 1669 1670void OpenGLRenderer::debugClip() { 1671#if DEBUG_CLIP_REGIONS 1672 if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) { 1673 drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode); 1674 } 1675#endif 1676} 1677 1678bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1679 if (CC_LIKELY(currentTransform().rectToRect())) { 1680 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1681 if (clipped) { 1682 dirtyClip(); 1683 } 1684 return !mSnapshot->clipRect->isEmpty(); 1685 } 1686 1687 SkPath path; 1688 path.addRect(left, top, right, bottom); 1689 1690 return OpenGLRenderer::clipPath(&path, op); 1691} 1692 1693bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) { 1694 SkMatrix transform; 1695 currentTransform().copyTo(transform); 1696 1697 SkPath transformed; 1698 path->transform(transform, &transformed); 1699 1700 SkRegion clip; 1701 if (!mSnapshot->previous->clipRegion->isEmpty()) { 1702 clip.setRegion(*mSnapshot->previous->clipRegion); 1703 } else { 1704 if (mSnapshot->previous == mFirstSnapshot) { 1705 clip.setRect(0, 0, mWidth, mHeight); 1706 } else { 1707 Rect* bounds = mSnapshot->previous->clipRect; 1708 clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom); 1709 } 1710 } 1711 1712 SkRegion region; 1713 region.setPath(transformed, clip); 1714 1715 bool clipped = mSnapshot->clipRegionTransformed(region, op); 1716 if (clipped) { 1717 dirtyClip(); 1718 } 1719 return !mSnapshot->clipRect->isEmpty(); 1720} 1721 1722bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) { 1723 bool clipped = mSnapshot->clipRegionTransformed(*region, op); 1724 if (clipped) { 1725 dirtyClip(); 1726 } 1727 return !mSnapshot->clipRect->isEmpty(); 1728} 1729 1730Rect* OpenGLRenderer::getClipRect() { 1731 return mSnapshot->clipRect; 1732} 1733 1734/////////////////////////////////////////////////////////////////////////////// 1735// Drawing commands 1736/////////////////////////////////////////////////////////////////////////////// 1737 1738void OpenGLRenderer::setupDraw(bool clear) { 1739 // TODO: It would be best if we could do this before quickReject() 1740 // changes the scissor test state 1741 if (clear) clearLayerRegions(); 1742 // Make sure setScissor & setStencil happen at the beginning of 1743 // this method 1744 if (mDirtyClip) { 1745 if (mCaches.scissorEnabled) { 1746 setScissorFromClip(); 1747 } 1748 setStencilFromClip(); 1749 } 1750 1751 mDescription.reset(); 1752 1753 mSetShaderColor = false; 1754 mColorSet = false; 1755 mColorA = mColorR = mColorG = mColorB = 0.0f; 1756 mTextureUnit = 0; 1757 mTrackDirtyRegions = true; 1758 1759 // Enable debug highlight when what we're about to draw is tested against 1760 // the stencil buffer and if stencil highlight debugging is on 1761 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1762 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1763 mCaches.stencil.isTestEnabled(); 1764 1765 mDescription.emulateStencil = mCountOverdraw; 1766} 1767 1768void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1769 mDescription.hasTexture = true; 1770 mDescription.hasAlpha8Texture = isAlpha8; 1771} 1772 1773void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1774 mDescription.hasTexture = true; 1775 mDescription.hasColors = true; 1776 mDescription.hasAlpha8Texture = isAlpha8; 1777} 1778 1779void OpenGLRenderer::setupDrawWithExternalTexture() { 1780 mDescription.hasExternalTexture = true; 1781} 1782 1783void OpenGLRenderer::setupDrawNoTexture() { 1784 mCaches.disableTexCoordsVertexArray(); 1785} 1786 1787void OpenGLRenderer::setupDrawAA() { 1788 mDescription.isAA = true; 1789} 1790 1791void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1792 mColorA = alpha / 255.0f; 1793 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1794 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1795 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1796 mColorSet = true; 1797 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1798} 1799 1800void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1801 mColorA = alpha / 255.0f; 1802 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1803 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1804 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1805 mColorSet = true; 1806 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1807} 1808 1809void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1810 mCaches.fontRenderer->describe(mDescription, paint); 1811} 1812 1813void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1814 mColorA = a; 1815 mColorR = r; 1816 mColorG = g; 1817 mColorB = b; 1818 mColorSet = true; 1819 mSetShaderColor = mDescription.setColor(r, g, b, a); 1820} 1821 1822void OpenGLRenderer::setupDrawShader() { 1823 if (mDrawModifiers.mShader) { 1824 mDrawModifiers.mShader->describe(mDescription, mExtensions); 1825 } 1826} 1827 1828void OpenGLRenderer::setupDrawColorFilter() { 1829 if (mDrawModifiers.mColorFilter) { 1830 mDrawModifiers.mColorFilter->describe(mDescription, mExtensions); 1831 } 1832} 1833 1834void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1835 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1836 mColorA = 1.0f; 1837 mColorR = mColorG = mColorB = 0.0f; 1838 mSetShaderColor = mDescription.modulate = true; 1839 } 1840} 1841 1842void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1843 // When the blending mode is kClear_Mode, we need to use a modulate color 1844 // argb=1,0,0,0 1845 accountForClear(mode); 1846 bool blend = (mColorSet && mColorA < 1.0f) || 1847 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()); 1848 chooseBlending(blend, mode, mDescription, swapSrcDst); 1849} 1850 1851void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1852 // When the blending mode is kClear_Mode, we need to use a modulate color 1853 // argb=1,0,0,0 1854 accountForClear(mode); 1855 blend |= (mColorSet && mColorA < 1.0f) || 1856 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || 1857 (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend()); 1858 chooseBlending(blend, mode, mDescription, swapSrcDst); 1859} 1860 1861void OpenGLRenderer::setupDrawProgram() { 1862 useProgram(mCaches.programCache.get(mDescription)); 1863} 1864 1865void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1866 mTrackDirtyRegions = false; 1867} 1868 1869void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1870 bool ignoreTransform) { 1871 mModelView.loadTranslate(left, top, 0.0f); 1872 if (!ignoreTransform) { 1873 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1874 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform()); 1875 } else { 1876 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1877 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1878 } 1879} 1880 1881void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1882 mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset); 1883} 1884 1885void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1886 bool ignoreTransform, bool ignoreModelView) { 1887 if (!ignoreModelView) { 1888 mModelView.loadTranslate(left, top, 0.0f); 1889 mModelView.scale(right - left, bottom - top, 1.0f); 1890 } else { 1891 mModelView.loadIdentity(); 1892 } 1893 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1894 if (!ignoreTransform) { 1895 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1896 if (mTrackDirtyRegions && dirty) { 1897 dirtyLayer(left, top, right, bottom, currentTransform()); 1898 } 1899 } else { 1900 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1901 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1902 } 1903} 1904 1905void OpenGLRenderer::setupDrawColorUniforms() { 1906 if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) { 1907 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1908 } 1909} 1910 1911void OpenGLRenderer::setupDrawPureColorUniforms() { 1912 if (mSetShaderColor) { 1913 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1914 } 1915} 1916 1917void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1918 if (mDrawModifiers.mShader) { 1919 if (ignoreTransform) { 1920 mModelView.loadInverse(currentTransform()); 1921 } 1922 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1923 mModelView, *mSnapshot, &mTextureUnit); 1924 } 1925} 1926 1927void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1928 if (mDrawModifiers.mShader) { 1929 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1930 mat4::identity(), *mSnapshot, &mTextureUnit); 1931 } 1932} 1933 1934void OpenGLRenderer::setupDrawColorFilterUniforms() { 1935 if (mDrawModifiers.mColorFilter) { 1936 mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram); 1937 } 1938} 1939 1940void OpenGLRenderer::setupDrawTextGammaUniforms() { 1941 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1942} 1943 1944void OpenGLRenderer::setupDrawSimpleMesh() { 1945 bool force = mCaches.bindMeshBuffer(); 1946 mCaches.bindPositionVertexPointer(force, 0); 1947 mCaches.unbindIndicesBuffer(); 1948} 1949 1950void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1951 if (texture) bindTexture(texture); 1952 mTextureUnit++; 1953 mCaches.enableTexCoordsVertexArray(); 1954} 1955 1956void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1957 bindExternalTexture(texture); 1958 mTextureUnit++; 1959 mCaches.enableTexCoordsVertexArray(); 1960} 1961 1962void OpenGLRenderer::setupDrawTextureTransform() { 1963 mDescription.hasTextureTransform = true; 1964} 1965 1966void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1967 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1968 GL_FALSE, &transform.data[0]); 1969} 1970 1971void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1972 bool force = false; 1973 if (!vertices || vbo) { 1974 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1975 } else { 1976 force = mCaches.unbindMeshBuffer(); 1977 } 1978 1979 mCaches.bindPositionVertexPointer(force, vertices); 1980 if (mCaches.currentProgram->texCoords >= 0) { 1981 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1982 } 1983 1984 mCaches.unbindIndicesBuffer(); 1985} 1986 1987void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) { 1988 bool force = mCaches.unbindMeshBuffer(); 1989 GLsizei stride = sizeof(ColorTextureVertex); 1990 1991 mCaches.bindPositionVertexPointer(force, vertices, stride); 1992 if (mCaches.currentProgram->texCoords >= 0) { 1993 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1994 } 1995 int slot = mCaches.currentProgram->getAttrib("colors"); 1996 if (slot >= 0) { 1997 glEnableVertexAttribArray(slot); 1998 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1999 } 2000 2001 mCaches.unbindIndicesBuffer(); 2002} 2003 2004void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 2005 bool force = false; 2006 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 2007 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 2008 // use the default VBO found in Caches 2009 if (!vertices || vbo) { 2010 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 2011 } else { 2012 force = mCaches.unbindMeshBuffer(); 2013 } 2014 mCaches.bindIndicesBuffer(); 2015 2016 mCaches.bindPositionVertexPointer(force, vertices); 2017 if (mCaches.currentProgram->texCoords >= 0) { 2018 mCaches.bindTexCoordsVertexPointer(force, texCoords); 2019 } 2020} 2021 2022void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 2023 bool force = mCaches.unbindMeshBuffer(); 2024 mCaches.bindIndicesBuffer(); 2025 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 2026} 2027 2028/////////////////////////////////////////////////////////////////////////////// 2029// Drawing 2030/////////////////////////////////////////////////////////////////////////////// 2031 2032status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty, 2033 int32_t replayFlags) { 2034 status_t status; 2035 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 2036 // will be performed by the display list itself 2037 if (displayList && displayList->isRenderable()) { 2038 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 2039 status = startFrame(); 2040 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 2041 displayList->replay(replayStruct, 0); 2042 return status | replayStruct.mDrawGlStatus; 2043 } 2044 2045 bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs! 2046 DeferredDisplayList deferredList(*(mSnapshot->clipRect), avoidOverdraw); 2047 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 2048 displayList->defer(deferStruct, 0); 2049 2050 flushLayers(); 2051 status = startFrame(); 2052 2053 return status | deferredList.flush(*this, dirty); 2054 } 2055 2056 return DrawGlInfo::kStatusDone; 2057} 2058 2059void OpenGLRenderer::outputDisplayList(DisplayList* displayList) { 2060 if (displayList) { 2061 displayList->output(1); 2062 } 2063} 2064 2065void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 2066 int alpha; 2067 SkXfermode::Mode mode; 2068 getAlphaAndMode(paint, &alpha, &mode); 2069 2070 int color = paint != NULL ? paint->getColor() : 0; 2071 2072 float x = left; 2073 float y = top; 2074 2075 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2076 2077 bool ignoreTransform = false; 2078 if (currentTransform().isPureTranslate()) { 2079 x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2080 y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2081 ignoreTransform = true; 2082 2083 texture->setFilter(GL_NEAREST, true); 2084 } else { 2085 texture->setFilter(FILTER(paint), true); 2086 } 2087 2088 // No need to check for a UV mapper on the texture object, only ARGB_8888 2089 // bitmaps get packed in the atlas 2090 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2091 paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2092 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2093} 2094 2095/** 2096 * Important note: this method is intended to draw batches of bitmaps and 2097 * will not set the scissor enable or dirty the current layer, if any. 2098 * The caller is responsible for properly dirtying the current layer. 2099 */ 2100status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount, 2101 TextureVertex* vertices, bool transformed, const Rect& bounds, SkPaint* paint) { 2102 mCaches.activeTexture(0); 2103 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2104 if (!texture) return DrawGlInfo::kStatusDone; 2105 2106 const AutoTexture autoCleanup(texture); 2107 2108 int alpha; 2109 SkXfermode::Mode mode; 2110 getAlphaAndMode(paint, &alpha, &mode); 2111 2112 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2113 texture->setFilter(transformed ? FILTER(paint) : GL_NEAREST, true); 2114 2115 const float x = (int) floorf(bounds.left + 0.5f); 2116 const float y = (int) floorf(bounds.top + 0.5f); 2117 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2118 int color = paint != NULL ? paint->getColor() : 0; 2119 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2120 texture->id, paint != NULL, color, alpha, mode, 2121 &vertices[0].position[0], &vertices[0].texture[0], 2122 GL_TRIANGLES, bitmapCount * 6, true, true, false); 2123 } else { 2124 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2125 texture->id, alpha / 255.0f, mode, texture->blend, 2126 &vertices[0].position[0], &vertices[0].texture[0], 2127 GL_TRIANGLES, bitmapCount * 6, false, true, 0, true, false); 2128 } 2129 2130 return DrawGlInfo::kStatusDrew; 2131} 2132 2133status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2134 const float right = left + bitmap->width(); 2135 const float bottom = top + bitmap->height(); 2136 2137 if (quickReject(left, top, right, bottom)) { 2138 return DrawGlInfo::kStatusDone; 2139 } 2140 2141 mCaches.activeTexture(0); 2142 Texture* texture = getTexture(bitmap); 2143 if (!texture) return DrawGlInfo::kStatusDone; 2144 const AutoTexture autoCleanup(texture); 2145 2146 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2147 drawAlphaBitmap(texture, left, top, paint); 2148 } else { 2149 drawTextureRect(left, top, right, bottom, texture, paint); 2150 } 2151 2152 return DrawGlInfo::kStatusDrew; 2153} 2154 2155status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 2156 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 2157 const mat4 transform(*matrix); 2158 transform.mapRect(r); 2159 2160 if (quickReject(r.left, r.top, r.right, r.bottom)) { 2161 return DrawGlInfo::kStatusDone; 2162 } 2163 2164 mCaches.activeTexture(0); 2165 Texture* texture = getTexture(bitmap); 2166 if (!texture) return DrawGlInfo::kStatusDone; 2167 const AutoTexture autoCleanup(texture); 2168 2169 // This could be done in a cheaper way, all we need is pass the matrix 2170 // to the vertex shader. The save/restore is a bit overkill. 2171 save(SkCanvas::kMatrix_SaveFlag); 2172 concatMatrix(matrix); 2173 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2174 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 2175 } else { 2176 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 2177 } 2178 restore(); 2179 2180 return DrawGlInfo::kStatusDrew; 2181} 2182 2183status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2184 const float right = left + bitmap->width(); 2185 const float bottom = top + bitmap->height(); 2186 2187 if (quickReject(left, top, right, bottom)) { 2188 return DrawGlInfo::kStatusDone; 2189 } 2190 2191 mCaches.activeTexture(0); 2192 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2193 const AutoTexture autoCleanup(texture); 2194 2195 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2196 drawAlphaBitmap(texture, left, top, paint); 2197 } else { 2198 drawTextureRect(left, top, right, bottom, texture, paint); 2199 } 2200 2201 return DrawGlInfo::kStatusDrew; 2202} 2203 2204status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 2205 float* vertices, int* colors, SkPaint* paint) { 2206 if (!vertices || mSnapshot->isIgnored()) { 2207 return DrawGlInfo::kStatusDone; 2208 } 2209 2210 // TODO: use quickReject on bounds from vertices 2211 mCaches.enableScissor(); 2212 2213 float left = FLT_MAX; 2214 float top = FLT_MAX; 2215 float right = FLT_MIN; 2216 float bottom = FLT_MIN; 2217 2218 const uint32_t count = meshWidth * meshHeight * 6; 2219 2220 ColorTextureVertex mesh[count]; 2221 ColorTextureVertex* vertex = mesh; 2222 2223 bool cleanupColors = false; 2224 if (!colors) { 2225 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2226 colors = new int[colorsCount]; 2227 memset(colors, 0xff, colorsCount * sizeof(int)); 2228 cleanupColors = true; 2229 } 2230 2231 mCaches.activeTexture(0); 2232 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2233 const UvMapper& mapper(getMapper(texture)); 2234 2235 for (int32_t y = 0; y < meshHeight; y++) { 2236 for (int32_t x = 0; x < meshWidth; x++) { 2237 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2238 2239 float u1 = float(x) / meshWidth; 2240 float u2 = float(x + 1) / meshWidth; 2241 float v1 = float(y) / meshHeight; 2242 float v2 = float(y + 1) / meshHeight; 2243 2244 mapper.map(u1, v1, u2, v2); 2245 2246 int ax = i + (meshWidth + 1) * 2; 2247 int ay = ax + 1; 2248 int bx = i; 2249 int by = bx + 1; 2250 int cx = i + 2; 2251 int cy = cx + 1; 2252 int dx = i + (meshWidth + 1) * 2 + 2; 2253 int dy = dx + 1; 2254 2255 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2256 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2257 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2258 2259 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2260 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2261 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2262 2263 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2264 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2265 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2266 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2267 } 2268 } 2269 2270 if (quickReject(left, top, right, bottom)) { 2271 if (cleanupColors) delete[] colors; 2272 return DrawGlInfo::kStatusDone; 2273 } 2274 2275 if (!texture) { 2276 texture = mCaches.textureCache.get(bitmap); 2277 if (!texture) { 2278 if (cleanupColors) delete[] colors; 2279 return DrawGlInfo::kStatusDone; 2280 } 2281 } 2282 const AutoTexture autoCleanup(texture); 2283 2284 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2285 texture->setFilter(FILTER(paint), true); 2286 2287 int alpha; 2288 SkXfermode::Mode mode; 2289 getAlphaAndMode(paint, &alpha, &mode); 2290 2291 float a = alpha / 255.0f; 2292 2293 if (hasLayer()) { 2294 dirtyLayer(left, top, right, bottom, currentTransform()); 2295 } 2296 2297 setupDraw(); 2298 setupDrawWithTextureAndColor(); 2299 setupDrawColor(a, a, a, a); 2300 setupDrawColorFilter(); 2301 setupDrawBlending(true, mode, false); 2302 setupDrawProgram(); 2303 setupDrawDirtyRegionsDisabled(); 2304 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false); 2305 setupDrawTexture(texture->id); 2306 setupDrawPureColorUniforms(); 2307 setupDrawColorFilterUniforms(); 2308 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]); 2309 2310 glDrawArrays(GL_TRIANGLES, 0, count); 2311 2312 int slot = mCaches.currentProgram->getAttrib("colors"); 2313 if (slot >= 0) { 2314 glDisableVertexAttribArray(slot); 2315 } 2316 2317 if (cleanupColors) delete[] colors; 2318 2319 return DrawGlInfo::kStatusDrew; 2320} 2321 2322status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 2323 float srcLeft, float srcTop, float srcRight, float srcBottom, 2324 float dstLeft, float dstTop, float dstRight, float dstBottom, 2325 SkPaint* paint) { 2326 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 2327 return DrawGlInfo::kStatusDone; 2328 } 2329 2330 mCaches.activeTexture(0); 2331 Texture* texture = getTexture(bitmap); 2332 if (!texture) return DrawGlInfo::kStatusDone; 2333 const AutoTexture autoCleanup(texture); 2334 2335 const float width = texture->width; 2336 const float height = texture->height; 2337 2338 float u1 = fmax(0.0f, srcLeft / width); 2339 float v1 = fmax(0.0f, srcTop / height); 2340 float u2 = fmin(1.0f, srcRight / width); 2341 float v2 = fmin(1.0f, srcBottom / height); 2342 2343 getMapper(texture).map(u1, v1, u2, v2); 2344 2345 mCaches.unbindMeshBuffer(); 2346 resetDrawTextureTexCoords(u1, v1, u2, v2); 2347 2348 int alpha; 2349 SkXfermode::Mode mode; 2350 getAlphaAndMode(paint, &alpha, &mode); 2351 2352 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2353 2354 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2355 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2356 2357 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2358 // Apply a scale transform on the canvas only when a shader is in use 2359 // Skia handles the ratio between the dst and src rects as a scale factor 2360 // when a shader is set 2361 bool useScaleTransform = mDrawModifiers.mShader && scaled; 2362 bool ignoreTransform = false; 2363 2364 if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) { 2365 float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f); 2366 float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f); 2367 2368 dstRight = x + (dstRight - dstLeft); 2369 dstBottom = y + (dstBottom - dstTop); 2370 2371 dstLeft = x; 2372 dstTop = y; 2373 2374 texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true); 2375 ignoreTransform = true; 2376 } else { 2377 texture->setFilter(FILTER(paint), true); 2378 } 2379 2380 if (CC_UNLIKELY(useScaleTransform)) { 2381 save(SkCanvas::kMatrix_SaveFlag); 2382 translate(dstLeft, dstTop); 2383 scale(scaleX, scaleY); 2384 2385 dstLeft = 0.0f; 2386 dstTop = 0.0f; 2387 2388 dstRight = srcRight - srcLeft; 2389 dstBottom = srcBottom - srcTop; 2390 } 2391 2392 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2393 int color = paint ? paint->getColor() : 0; 2394 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2395 texture->id, paint != NULL, color, alpha, mode, 2396 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2397 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2398 } else { 2399 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2400 texture->id, alpha / 255.0f, mode, texture->blend, 2401 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2402 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2403 } 2404 2405 if (CC_UNLIKELY(useScaleTransform)) { 2406 restore(); 2407 } 2408 2409 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2410 2411 return DrawGlInfo::kStatusDrew; 2412} 2413 2414status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, 2415 float left, float top, float right, float bottom, SkPaint* paint) { 2416 if (quickReject(left, top, right, bottom)) { 2417 return DrawGlInfo::kStatusDone; 2418 } 2419 2420 AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap); 2421 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2422 right - left, bottom - top, patch); 2423 2424 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2425} 2426 2427status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry, 2428 float left, float top, float right, float bottom, SkPaint* paint) { 2429 if (quickReject(left, top, right, bottom)) { 2430 return DrawGlInfo::kStatusDone; 2431 } 2432 2433 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2434 mCaches.activeTexture(0); 2435 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2436 if (!texture) return DrawGlInfo::kStatusDone; 2437 const AutoTexture autoCleanup(texture); 2438 2439 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2440 texture->setFilter(GL_LINEAR, true); 2441 2442 int alpha; 2443 SkXfermode::Mode mode; 2444 getAlphaAndMode(paint, &alpha, &mode); 2445 2446 const bool pureTranslate = currentTransform().isPureTranslate(); 2447 // Mark the current layer dirty where we are going to draw the patch 2448 if (hasLayer() && mesh->hasEmptyQuads) { 2449 const float offsetX = left + currentTransform().getTranslateX(); 2450 const float offsetY = top + currentTransform().getTranslateY(); 2451 const size_t count = mesh->quads.size(); 2452 for (size_t i = 0; i < count; i++) { 2453 const Rect& bounds = mesh->quads.itemAt(i); 2454 if (CC_LIKELY(pureTranslate)) { 2455 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2456 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2457 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2458 } else { 2459 dirtyLayer(left + bounds.left, top + bounds.top, 2460 left + bounds.right, top + bounds.bottom, currentTransform()); 2461 } 2462 } 2463 } 2464 2465 if (CC_LIKELY(pureTranslate)) { 2466 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2467 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2468 2469 right = x + right - left; 2470 bottom = y + bottom - top; 2471 drawIndexedTextureMesh(x, y, right, bottom, texture->id, alpha / 255.0f, 2472 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2473 GL_TRIANGLES, mesh->indexCount, false, true, 2474 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2475 } else { 2476 drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 2477 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2478 GL_TRIANGLES, mesh->indexCount, false, false, 2479 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2480 } 2481 } 2482 2483 return DrawGlInfo::kStatusDrew; 2484} 2485 2486/** 2487 * Important note: this method is intended to draw batches of 9-patch objects and 2488 * will not set the scissor enable or dirty the current layer, if any. 2489 * The caller is responsible for properly dirtying the current layer. 2490 */ 2491status_t OpenGLRenderer::drawPatches(SkBitmap* bitmap, AssetAtlas::Entry* entry, 2492 TextureVertex* vertices, uint32_t indexCount, SkPaint* paint) { 2493 mCaches.activeTexture(0); 2494 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2495 if (!texture) return DrawGlInfo::kStatusDone; 2496 const AutoTexture autoCleanup(texture); 2497 2498 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2499 texture->setFilter(GL_LINEAR, true); 2500 2501 int alpha; 2502 SkXfermode::Mode mode; 2503 getAlphaAndMode(paint, &alpha, &mode); 2504 2505 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 2506 mode, texture->blend, &vertices[0].position[0], &vertices[0].texture[0], 2507 GL_TRIANGLES, indexCount, false, true, 0, true, false); 2508 2509 return DrawGlInfo::kStatusDrew; 2510} 2511 2512status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint, 2513 bool useOffset) { 2514 if (!vertexBuffer.getVertexCount()) { 2515 // no vertices to draw 2516 return DrawGlInfo::kStatusDone; 2517 } 2518 2519 int color = paint->getColor(); 2520 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 2521 bool isAA = paint->isAntiAlias(); 2522 2523 setupDraw(); 2524 setupDrawNoTexture(); 2525 if (isAA) setupDrawAA(); 2526 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2527 setupDrawColorFilter(); 2528 setupDrawShader(); 2529 setupDrawBlending(isAA, mode); 2530 setupDrawProgram(); 2531 setupDrawModelViewIdentity(useOffset); 2532 setupDrawColorUniforms(); 2533 setupDrawColorFilterUniforms(); 2534 setupDrawShaderIdentityUniforms(); 2535 2536 void* vertices = vertexBuffer.getBuffer(); 2537 bool force = mCaches.unbindMeshBuffer(); 2538 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2539 mCaches.resetTexCoordsVertexPointer(); 2540 mCaches.unbindIndicesBuffer(); 2541 2542 int alphaSlot = -1; 2543 if (isAA) { 2544 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2545 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2546 2547 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2548 glEnableVertexAttribArray(alphaSlot); 2549 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2550 } 2551 2552 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2553 2554 if (isAA) { 2555 glDisableVertexAttribArray(alphaSlot); 2556 } 2557 2558 return DrawGlInfo::kStatusDrew; 2559} 2560 2561/** 2562 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2563 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2564 * screen space in all directions. However, instead of using a fragment shader to compute the 2565 * translucency of the color from its position, we simply use a varying parameter to define how far 2566 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2567 * 2568 * Doesn't yet support joins, caps, or path effects. 2569 */ 2570status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { 2571 VertexBuffer vertexBuffer; 2572 // TODO: try clipping large paths to viewport 2573 PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer); 2574 2575 if (hasLayer()) { 2576 SkRect bounds = path.getBounds(); 2577 PathTessellator::expandBoundsForStroke(bounds, paint, false); 2578 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2579 } 2580 2581 return drawVertexBuffer(vertexBuffer, paint); 2582} 2583 2584/** 2585 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2586 * and additional geometry for defining an alpha slope perimeter. 2587 * 2588 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2589 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2590 * in-shader alpha region, but found it to be taxing on some GPUs. 2591 * 2592 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2593 * memory transfer by removing need for degenerate vertices. 2594 */ 2595status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 2596 if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2597 2598 count &= ~0x3; // round down to nearest four 2599 2600 VertexBuffer buffer; 2601 SkRect bounds; 2602 PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer); 2603 2604 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2605 return DrawGlInfo::kStatusDone; 2606 } 2607 2608 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2609 2610 bool useOffset = !paint->isAntiAlias(); 2611 return drawVertexBuffer(buffer, paint, useOffset); 2612} 2613 2614status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2615 if (mSnapshot->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; 2616 2617 count &= ~0x1; // round down to nearest two 2618 2619 VertexBuffer buffer; 2620 SkRect bounds; 2621 PathTessellator::tessellatePoints(points, count, paint, mSnapshot->transform, bounds, buffer); 2622 2623 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2624 return DrawGlInfo::kStatusDone; 2625 } 2626 2627 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2628 2629 bool useOffset = !paint->isAntiAlias(); 2630 return drawVertexBuffer(buffer, paint, useOffset); 2631} 2632 2633status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2634 // No need to check against the clip, we fill the clip region 2635 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2636 2637 Rect& clip(*mSnapshot->clipRect); 2638 clip.snapToPixelBoundaries(); 2639 2640 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2641 2642 return DrawGlInfo::kStatusDrew; 2643} 2644 2645status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2646 SkPaint* paint) { 2647 if (!texture) return DrawGlInfo::kStatusDone; 2648 const AutoTexture autoCleanup(texture); 2649 2650 const float x = left + texture->left - texture->offset; 2651 const float y = top + texture->top - texture->offset; 2652 2653 drawPathTexture(texture, x, y, paint); 2654 2655 return DrawGlInfo::kStatusDrew; 2656} 2657 2658status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2659 float rx, float ry, SkPaint* p) { 2660 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2661 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2662 return DrawGlInfo::kStatusDone; 2663 } 2664 2665 if (p->getPathEffect() != 0) { 2666 mCaches.activeTexture(0); 2667 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2668 right - left, bottom - top, rx, ry, p); 2669 return drawShape(left, top, texture, p); 2670 } 2671 2672 SkPath path; 2673 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2674 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2675 float outset = p->getStrokeWidth() / 2; 2676 rect.outset(outset, outset); 2677 rx += outset; 2678 ry += outset; 2679 } 2680 path.addRoundRect(rect, rx, ry); 2681 return drawConvexPath(path, p); 2682} 2683 2684status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2685 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, 2686 x + radius, y + radius, p) || 2687 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2688 return DrawGlInfo::kStatusDone; 2689 } 2690 if (p->getPathEffect() != 0) { 2691 mCaches.activeTexture(0); 2692 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2693 return drawShape(x - radius, y - radius, texture, p); 2694 } 2695 2696 SkPath path; 2697 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2698 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2699 } else { 2700 path.addCircle(x, y, radius); 2701 } 2702 return drawConvexPath(path, p); 2703} 2704 2705status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2706 SkPaint* p) { 2707 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2708 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2709 return DrawGlInfo::kStatusDone; 2710 } 2711 2712 if (p->getPathEffect() != 0) { 2713 mCaches.activeTexture(0); 2714 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2715 return drawShape(left, top, texture, p); 2716 } 2717 2718 SkPath path; 2719 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2720 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2721 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2722 } 2723 path.addOval(rect); 2724 return drawConvexPath(path, p); 2725} 2726 2727status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2728 float startAngle, float sweepAngle, bool useCenter, SkPaint* p) { 2729 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2730 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2731 return DrawGlInfo::kStatusDone; 2732 } 2733 2734 if (fabs(sweepAngle) >= 360.0f) { 2735 return drawOval(left, top, right, bottom, p); 2736 } 2737 2738 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2739 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2740 mCaches.activeTexture(0); 2741 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2742 startAngle, sweepAngle, useCenter, p); 2743 return drawShape(left, top, texture, p); 2744 } 2745 2746 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2747 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2748 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2749 } 2750 2751 SkPath path; 2752 if (useCenter) { 2753 path.moveTo(rect.centerX(), rect.centerY()); 2754 } 2755 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2756 if (useCenter) { 2757 path.close(); 2758 } 2759 return drawConvexPath(path, p); 2760} 2761 2762// See SkPaintDefaults.h 2763#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2764 2765status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2766 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2767 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2768 return DrawGlInfo::kStatusDone; 2769 } 2770 2771 if (p->getStyle() != SkPaint::kFill_Style) { 2772 // only fill style is supported by drawConvexPath, since others have to handle joins 2773 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2774 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2775 mCaches.activeTexture(0); 2776 const PathTexture* texture = 2777 mCaches.pathCache.getRect(right - left, bottom - top, p); 2778 return drawShape(left, top, texture, p); 2779 } 2780 2781 SkPath path; 2782 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2783 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2784 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2785 } 2786 path.addRect(rect); 2787 return drawConvexPath(path, p); 2788 } 2789 2790 if (p->isAntiAlias() && !currentTransform().isSimple()) { 2791 SkPath path; 2792 path.addRect(left, top, right, bottom); 2793 return drawConvexPath(path, p); 2794 } else { 2795 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2796 return DrawGlInfo::kStatusDrew; 2797 } 2798} 2799 2800void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2801 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2802 float x, float y) { 2803 mCaches.activeTexture(0); 2804 2805 // NOTE: The drop shadow will not perform gamma correction 2806 // if shader-based correction is enabled 2807 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2808 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2809 paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions); 2810 // If the drop shadow exceeds the max texture size or couldn't be 2811 // allocated, skip drawing 2812 if (!shadow) return; 2813 const AutoTexture autoCleanup(shadow); 2814 2815 const float sx = x - shadow->left + mDrawModifiers.mShadowDx; 2816 const float sy = y - shadow->top + mDrawModifiers.mShadowDy; 2817 2818 const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2819 int shadowColor = mDrawModifiers.mShadowColor; 2820 if (mDrawModifiers.mShader) { 2821 shadowColor = 0xffffffff; 2822 } 2823 2824 setupDraw(); 2825 setupDrawWithTexture(true); 2826 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2827 setupDrawColorFilter(); 2828 setupDrawShader(); 2829 setupDrawBlending(true, mode); 2830 setupDrawProgram(); 2831 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2832 setupDrawTexture(shadow->id); 2833 setupDrawPureColorUniforms(); 2834 setupDrawColorFilterUniforms(); 2835 setupDrawShaderUniforms(); 2836 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2837 2838 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2839} 2840 2841bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2842 float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2843 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2844} 2845 2846status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2847 const float* positions, SkPaint* paint) { 2848 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2849 return DrawGlInfo::kStatusDone; 2850 } 2851 2852 // NOTE: Skia does not support perspective transform on drawPosText yet 2853 if (!currentTransform().isSimple()) { 2854 return DrawGlInfo::kStatusDone; 2855 } 2856 2857 mCaches.enableScissor(); 2858 2859 float x = 0.0f; 2860 float y = 0.0f; 2861 const bool pureTranslate = currentTransform().isPureTranslate(); 2862 if (pureTranslate) { 2863 x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 2864 y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 2865 } 2866 2867 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2868 fontRenderer.setFont(paint, mat4::identity()); 2869 2870 int alpha; 2871 SkXfermode::Mode mode; 2872 getAlphaAndMode(paint, &alpha, &mode); 2873 2874 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2875 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2876 alpha, mode, 0.0f, 0.0f); 2877 } 2878 2879 // Pick the appropriate texture filtering 2880 bool linearFilter = currentTransform().changesBounds(); 2881 if (pureTranslate && !linearFilter) { 2882 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2883 } 2884 fontRenderer.setTextureFiltering(linearFilter); 2885 2886 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2887 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2888 2889 const bool hasActiveLayer = hasLayer(); 2890 2891 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2892 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2893 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2894 if (hasActiveLayer) { 2895 if (!pureTranslate) { 2896 currentTransform().mapRect(bounds); 2897 } 2898 dirtyLayerUnchecked(bounds, getRegion()); 2899 } 2900 } 2901 2902 return DrawGlInfo::kStatusDrew; 2903} 2904 2905mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const { 2906 mat4 fontTransform; 2907 if (CC_LIKELY(transform.isPureTranslate())) { 2908 fontTransform = mat4::identity(); 2909 } else { 2910 if (CC_UNLIKELY(transform.isPerspective())) { 2911 fontTransform = mat4::identity(); 2912 } else { 2913 float sx, sy; 2914 currentTransform().decomposeScale(sx, sy); 2915 fontTransform.loadScale(sx, sy, 1.0f); 2916 } 2917 } 2918 return fontTransform; 2919} 2920 2921status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2922 const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds, 2923 DrawOpMode drawOpMode) { 2924 2925 if (drawOpMode == kDrawOpMode_Immediate) { 2926 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2927 // drawing as ops from DeferredDisplayList are already filtered for these 2928 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint) || 2929 quickReject(bounds)) { 2930 return DrawGlInfo::kStatusDone; 2931 } 2932 } 2933 2934 const float oldX = x; 2935 const float oldY = y; 2936 2937 const mat4& transform = currentTransform(); 2938 const bool pureTranslate = transform.isPureTranslate(); 2939 2940 if (CC_LIKELY(pureTranslate)) { 2941 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2942 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2943 } 2944 2945 int alpha; 2946 SkXfermode::Mode mode; 2947 getAlphaAndMode(paint, &alpha, &mode); 2948 2949 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2950 2951 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2952 fontRenderer.setFont(paint, mat4::identity()); 2953 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2954 alpha, mode, oldX, oldY); 2955 } 2956 2957 const bool hasActiveLayer = hasLayer(); 2958 2959 // We only pass a partial transform to the font renderer. That partial 2960 // matrix defines how glyphs are rasterized. Typically we want glyphs 2961 // to be rasterized at their final size on screen, which means the partial 2962 // matrix needs to take the scale factor into account. 2963 // When a partial matrix is used to transform glyphs during rasterization, 2964 // the mesh is generated with the inverse transform (in the case of scale, 2965 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2966 // apply the full transform matrix at draw time in the vertex shader. 2967 // Applying the full matrix in the shader is the easiest way to handle 2968 // rotation and perspective and allows us to always generated quads in the 2969 // font renderer which greatly simplifies the code, clipping in particular. 2970 mat4 fontTransform = findBestFontTransform(transform); 2971 fontRenderer.setFont(paint, fontTransform); 2972 2973 // Pick the appropriate texture filtering 2974 bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2975 fontRenderer.setTextureFiltering(linearFilter); 2976 2977 // TODO: Implement better clipping for scaled/rotated text 2978 const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect; 2979 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2980 2981 bool status; 2982 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2983 2984 // don't call issuedrawcommand, do it at end of batch 2985 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2986 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2987 SkPaint paintCopy(*paint); 2988 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2989 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2990 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2991 } else { 2992 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2993 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2994 } 2995 2996 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2997 if (!pureTranslate) { 2998 transform.mapRect(layerBounds); 2999 } 3000 dirtyLayerUnchecked(layerBounds, getRegion()); 3001 } 3002 3003 drawTextDecorations(text, bytesCount, totalAdvance, oldX, oldY, paint); 3004 3005 return DrawGlInfo::kStatusDrew; 3006} 3007 3008status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 3009 float hOffset, float vOffset, SkPaint* paint) { 3010 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 3011 return DrawGlInfo::kStatusDone; 3012 } 3013 3014 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 3015 mCaches.enableScissor(); 3016 3017 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 3018 fontRenderer.setFont(paint, mat4::identity()); 3019 fontRenderer.setTextureFiltering(true); 3020 3021 int alpha; 3022 SkXfermode::Mode mode; 3023 getAlphaAndMode(paint, &alpha, &mode); 3024 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 3025 3026 const Rect* clip = &mSnapshot->getLocalClip(); 3027 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 3028 3029 const bool hasActiveLayer = hasLayer(); 3030 3031 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 3032 hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) { 3033 if (hasActiveLayer) { 3034 currentTransform().mapRect(bounds); 3035 dirtyLayerUnchecked(bounds, getRegion()); 3036 } 3037 } 3038 3039 return DrawGlInfo::kStatusDrew; 3040} 3041 3042status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 3043 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 3044 3045 mCaches.activeTexture(0); 3046 3047 const PathTexture* texture = mCaches.pathCache.get(path, paint); 3048 if (!texture) return DrawGlInfo::kStatusDone; 3049 const AutoTexture autoCleanup(texture); 3050 3051 const float x = texture->left - texture->offset; 3052 const float y = texture->top - texture->offset; 3053 3054 drawPathTexture(texture, x, y, paint); 3055 3056 return DrawGlInfo::kStatusDrew; 3057} 3058 3059status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 3060 if (!layer) { 3061 return DrawGlInfo::kStatusDone; 3062 } 3063 3064 mat4* transform = NULL; 3065 if (layer->isTextureLayer()) { 3066 transform = &layer->getTransform(); 3067 if (!transform->isIdentity()) { 3068 save(0); 3069 currentTransform().multiply(*transform); 3070 } 3071 } 3072 3073 bool clipRequired = false; 3074 const bool rejected = quickRejectNoScissor(x, y, 3075 x + layer->layer.getWidth(), y + layer->layer.getHeight(), false, &clipRequired); 3076 3077 if (rejected) { 3078 if (transform && !transform->isIdentity()) { 3079 restore(); 3080 } 3081 return DrawGlInfo::kStatusDone; 3082 } 3083 3084 updateLayer(layer, true); 3085 3086 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 3087 mCaches.activeTexture(0); 3088 3089 if (CC_LIKELY(!layer->region.isEmpty())) { 3090 SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter; 3091 mDrawModifiers.mColorFilter = layer->getColorFilter(); 3092 3093 if (layer->region.isRect()) { 3094 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3095 composeLayerRect(layer, layer->regionRect)); 3096 } else if (layer->mesh) { 3097 const float a = getLayerAlpha(layer); 3098 setupDraw(); 3099 setupDrawWithTexture(); 3100 setupDrawColor(a, a, a, a); 3101 setupDrawColorFilter(); 3102 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 3103 setupDrawProgram(); 3104 setupDrawPureColorUniforms(); 3105 setupDrawColorFilterUniforms(); 3106 setupDrawTexture(layer->getTexture()); 3107 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3108 int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 3109 int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 3110 3111 layer->setFilter(GL_NEAREST); 3112 setupDrawModelViewTranslate(tx, ty, 3113 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 3114 } else { 3115 layer->setFilter(GL_LINEAR); 3116 setupDrawModelViewTranslate(x, y, 3117 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 3118 } 3119 3120 TextureVertex* mesh = &layer->mesh[0]; 3121 GLsizei elementsCount = layer->meshElementCount; 3122 3123 while (elementsCount > 0) { 3124 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 3125 3126 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 3127 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3128 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL)); 3129 3130 elementsCount -= drawCount; 3131 // Though there are 4 vertices in a quad, we use 6 indices per 3132 // quad to draw with GL_TRIANGLES 3133 mesh += (drawCount / 6) * 4; 3134 } 3135 3136#if DEBUG_LAYERS_AS_REGIONS 3137 drawRegionRects(layer->region); 3138#endif 3139 } 3140 3141 mDrawModifiers.mColorFilter = oldFilter; 3142 3143 if (layer->debugDrawUpdate) { 3144 layer->debugDrawUpdate = false; 3145 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 3146 0x7f00ff00, SkXfermode::kSrcOver_Mode); 3147 } 3148 } 3149 layer->hasDrawnSinceUpdate = true; 3150 3151 if (transform && !transform->isIdentity()) { 3152 restore(); 3153 } 3154 3155 return DrawGlInfo::kStatusDrew; 3156} 3157 3158/////////////////////////////////////////////////////////////////////////////// 3159// Shaders 3160/////////////////////////////////////////////////////////////////////////////// 3161 3162void OpenGLRenderer::resetShader() { 3163 mDrawModifiers.mShader = NULL; 3164} 3165 3166void OpenGLRenderer::setupShader(SkiaShader* shader) { 3167 mDrawModifiers.mShader = shader; 3168 if (mDrawModifiers.mShader) { 3169 mDrawModifiers.mShader->setCaches(mCaches); 3170 } 3171} 3172 3173/////////////////////////////////////////////////////////////////////////////// 3174// Color filters 3175/////////////////////////////////////////////////////////////////////////////// 3176 3177void OpenGLRenderer::resetColorFilter() { 3178 mDrawModifiers.mColorFilter = NULL; 3179} 3180 3181void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 3182 mDrawModifiers.mColorFilter = filter; 3183} 3184 3185/////////////////////////////////////////////////////////////////////////////// 3186// Drop shadow 3187/////////////////////////////////////////////////////////////////////////////// 3188 3189void OpenGLRenderer::resetShadow() { 3190 mDrawModifiers.mHasShadow = false; 3191} 3192 3193void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 3194 mDrawModifiers.mHasShadow = true; 3195 mDrawModifiers.mShadowRadius = radius; 3196 mDrawModifiers.mShadowDx = dx; 3197 mDrawModifiers.mShadowDy = dy; 3198 mDrawModifiers.mShadowColor = color; 3199} 3200 3201/////////////////////////////////////////////////////////////////////////////// 3202// Draw filters 3203/////////////////////////////////////////////////////////////////////////////// 3204 3205void OpenGLRenderer::resetPaintFilter() { 3206 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 3207 // comparison, see MergingDrawBatch::canMergeWith 3208 mDrawModifiers.mHasDrawFilter = false; 3209 mDrawModifiers.mPaintFilterClearBits = 0; 3210 mDrawModifiers.mPaintFilterSetBits = 0; 3211} 3212 3213void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 3214 mDrawModifiers.mHasDrawFilter = true; 3215 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3216 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3217} 3218 3219SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 3220 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3221 return paint; 3222 } 3223 3224 uint32_t flags = paint->getFlags(); 3225 3226 mFilteredPaint = *paint; 3227 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | 3228 mDrawModifiers.mPaintFilterSetBits); 3229 3230 return &mFilteredPaint; 3231} 3232 3233/////////////////////////////////////////////////////////////////////////////// 3234// Drawing implementation 3235/////////////////////////////////////////////////////////////////////////////// 3236 3237Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) { 3238 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3239 if (!texture) { 3240 return mCaches.textureCache.get(bitmap); 3241 } 3242 return texture; 3243} 3244 3245void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3246 float x, float y, SkPaint* paint) { 3247 if (quickReject(x, y, x + texture->width, y + texture->height)) { 3248 return; 3249 } 3250 3251 int alpha; 3252 SkXfermode::Mode mode; 3253 getAlphaAndMode(paint, &alpha, &mode); 3254 3255 setupDraw(); 3256 setupDrawWithTexture(true); 3257 setupDrawAlpha8Color(paint->getColor(), alpha); 3258 setupDrawColorFilter(); 3259 setupDrawShader(); 3260 setupDrawBlending(true, mode); 3261 setupDrawProgram(); 3262 setupDrawModelView(x, y, x + texture->width, y + texture->height); 3263 setupDrawTexture(texture->id); 3264 setupDrawPureColorUniforms(); 3265 setupDrawColorFilterUniforms(); 3266 setupDrawShaderUniforms(); 3267 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3268 3269 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3270} 3271 3272// Same values used by Skia 3273#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3274#define kStdUnderline_Offset (1.0f / 9.0f) 3275#define kStdUnderline_Thickness (1.0f / 18.0f) 3276 3277void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float underlineWidth, 3278 float x, float y, SkPaint* paint) { 3279 // Handle underline and strike-through 3280 uint32_t flags = paint->getFlags(); 3281 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3282 SkPaint paintCopy(*paint); 3283 3284 if (CC_LIKELY(underlineWidth > 0.0f)) { 3285 const float textSize = paintCopy.getTextSize(); 3286 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3287 3288 const float left = x; 3289 float top = 0.0f; 3290 3291 int linesCount = 0; 3292 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3293 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3294 3295 const int pointsCount = 4 * linesCount; 3296 float points[pointsCount]; 3297 int currentPoint = 0; 3298 3299 if (flags & SkPaint::kUnderlineText_Flag) { 3300 top = y + textSize * kStdUnderline_Offset; 3301 points[currentPoint++] = left; 3302 points[currentPoint++] = top; 3303 points[currentPoint++] = left + underlineWidth; 3304 points[currentPoint++] = top; 3305 } 3306 3307 if (flags & SkPaint::kStrikeThruText_Flag) { 3308 top = y + textSize * kStdStrikeThru_Offset; 3309 points[currentPoint++] = left; 3310 points[currentPoint++] = top; 3311 points[currentPoint++] = left + underlineWidth; 3312 points[currentPoint++] = top; 3313 } 3314 3315 paintCopy.setStrokeWidth(strokeWidth); 3316 3317 drawLines(&points[0], pointsCount, &paintCopy); 3318 } 3319 } 3320} 3321 3322status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) { 3323 if (mSnapshot->isIgnored()) { 3324 return DrawGlInfo::kStatusDone; 3325 } 3326 3327 int color = paint->getColor(); 3328 // If a shader is set, preserve only the alpha 3329 if (mDrawModifiers.mShader) { 3330 color |= 0x00ffffff; 3331 } 3332 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 3333 3334 return drawColorRects(rects, count, color, mode); 3335} 3336 3337status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color, 3338 SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) { 3339 if (count == 0) { 3340 return DrawGlInfo::kStatusDone; 3341 } 3342 3343 float left = FLT_MAX; 3344 float top = FLT_MAX; 3345 float right = FLT_MIN; 3346 float bottom = FLT_MIN; 3347 3348 Vertex mesh[count]; 3349 Vertex* vertex = mesh; 3350 3351 for (int index = 0; index < count; index += 4) { 3352 float l = rects[index + 0]; 3353 float t = rects[index + 1]; 3354 float r = rects[index + 2]; 3355 float b = rects[index + 3]; 3356 3357 Vertex::set(vertex++, l, t); 3358 Vertex::set(vertex++, r, t); 3359 Vertex::set(vertex++, l, b); 3360 Vertex::set(vertex++, r, b); 3361 3362 left = fminf(left, l); 3363 top = fminf(top, t); 3364 right = fmaxf(right, r); 3365 bottom = fmaxf(bottom, b); 3366 } 3367 3368 if (clip && quickReject(left, top, right, bottom)) { 3369 return DrawGlInfo::kStatusDone; 3370 } 3371 3372 setupDraw(); 3373 setupDrawNoTexture(); 3374 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3375 setupDrawShader(); 3376 setupDrawColorFilter(); 3377 setupDrawBlending(mode); 3378 setupDrawProgram(); 3379 setupDrawDirtyRegionsDisabled(); 3380 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true); 3381 setupDrawColorUniforms(); 3382 setupDrawShaderUniforms(); 3383 setupDrawColorFilterUniforms(); 3384 3385 if (dirty && hasLayer()) { 3386 dirtyLayer(left, top, right, bottom, currentTransform()); 3387 } 3388 3389 drawIndexedQuads(&mesh[0], count / 4); 3390 3391 return DrawGlInfo::kStatusDrew; 3392} 3393 3394void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3395 int color, SkXfermode::Mode mode, bool ignoreTransform) { 3396 // If a shader is set, preserve only the alpha 3397 if (mDrawModifiers.mShader) { 3398 color |= 0x00ffffff; 3399 } 3400 3401 setupDraw(); 3402 setupDrawNoTexture(); 3403 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3404 setupDrawShader(); 3405 setupDrawColorFilter(); 3406 setupDrawBlending(mode); 3407 setupDrawProgram(); 3408 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3409 setupDrawColorUniforms(); 3410 setupDrawShaderUniforms(ignoreTransform); 3411 setupDrawColorFilterUniforms(); 3412 setupDrawSimpleMesh(); 3413 3414 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3415} 3416 3417void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3418 Texture* texture, SkPaint* paint) { 3419 int alpha; 3420 SkXfermode::Mode mode; 3421 getAlphaAndMode(paint, &alpha, &mode); 3422 3423 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3424 3425 GLvoid* vertices = (GLvoid*) NULL; 3426 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3427 3428 if (texture->uvMapper) { 3429 vertices = &mMeshVertices[0].position[0]; 3430 texCoords = &mMeshVertices[0].texture[0]; 3431 3432 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3433 texture->uvMapper->map(uvs); 3434 3435 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3436 } 3437 3438 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3439 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 3440 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 3441 3442 texture->setFilter(GL_NEAREST, true); 3443 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3444 alpha / 255.0f, mode, texture->blend, vertices, texCoords, 3445 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3446 } else { 3447 texture->setFilter(FILTER(paint), true); 3448 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 3449 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3450 } 3451 3452 if (texture->uvMapper) { 3453 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3454 } 3455} 3456 3457void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3458 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 3459 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 3460 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 3461} 3462 3463void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3464 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3465 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3466 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3467 3468 setupDraw(); 3469 setupDrawWithTexture(); 3470 setupDrawColor(alpha, alpha, alpha, alpha); 3471 setupDrawColorFilter(); 3472 setupDrawBlending(blend, mode, swapSrcDst); 3473 setupDrawProgram(); 3474 if (!dirty) setupDrawDirtyRegionsDisabled(); 3475 if (!ignoreScale) { 3476 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3477 } else { 3478 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3479 } 3480 setupDrawTexture(texture); 3481 setupDrawPureColorUniforms(); 3482 setupDrawColorFilterUniforms(); 3483 setupDrawMesh(vertices, texCoords, vbo); 3484 3485 glDrawArrays(drawMode, 0, elementsCount); 3486} 3487 3488void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3489 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3490 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3491 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3492 3493 setupDraw(); 3494 setupDrawWithTexture(); 3495 setupDrawColor(alpha, alpha, alpha, alpha); 3496 setupDrawColorFilter(); 3497 setupDrawBlending(blend, mode, swapSrcDst); 3498 setupDrawProgram(); 3499 if (!dirty) setupDrawDirtyRegionsDisabled(); 3500 if (!ignoreScale) { 3501 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3502 } else { 3503 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3504 } 3505 setupDrawTexture(texture); 3506 setupDrawPureColorUniforms(); 3507 setupDrawColorFilterUniforms(); 3508 setupDrawMeshIndices(vertices, texCoords, vbo); 3509 3510 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3511} 3512 3513void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3514 GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode, 3515 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3516 bool ignoreTransform, bool ignoreScale, bool dirty) { 3517 3518 setupDraw(); 3519 setupDrawWithTexture(true); 3520 if (hasColor) { 3521 setupDrawAlpha8Color(color, alpha); 3522 } 3523 setupDrawColorFilter(); 3524 setupDrawShader(); 3525 setupDrawBlending(true, mode); 3526 setupDrawProgram(); 3527 if (!dirty) setupDrawDirtyRegionsDisabled(); 3528 if (!ignoreScale) { 3529 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3530 } else { 3531 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3532 } 3533 setupDrawTexture(texture); 3534 setupDrawPureColorUniforms(); 3535 setupDrawColorFilterUniforms(); 3536 setupDrawShaderUniforms(); 3537 setupDrawMesh(vertices, texCoords); 3538 3539 glDrawArrays(drawMode, 0, elementsCount); 3540} 3541 3542void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3543 ProgramDescription& description, bool swapSrcDst) { 3544 if (mCountOverdraw) { 3545 if (!mCaches.blend) glEnable(GL_BLEND); 3546 if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) { 3547 glBlendFunc(GL_ONE, GL_ONE); 3548 } 3549 3550 mCaches.blend = true; 3551 mCaches.lastSrcMode = GL_ONE; 3552 mCaches.lastDstMode = GL_ONE; 3553 3554 return; 3555 } 3556 3557 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3558 3559 if (blend) { 3560 // These blend modes are not supported by OpenGL directly and have 3561 // to be implemented using shaders. Since the shader will perform 3562 // the blending, turn blending off here 3563 // If the blend mode cannot be implemented using shaders, fall 3564 // back to the default SrcOver blend mode instead 3565 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3566 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3567 description.framebufferMode = mode; 3568 description.swapSrcDst = swapSrcDst; 3569 3570 if (mCaches.blend) { 3571 glDisable(GL_BLEND); 3572 mCaches.blend = false; 3573 } 3574 3575 return; 3576 } else { 3577 mode = SkXfermode::kSrcOver_Mode; 3578 } 3579 } 3580 3581 if (!mCaches.blend) { 3582 glEnable(GL_BLEND); 3583 } 3584 3585 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3586 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3587 3588 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3589 glBlendFunc(sourceMode, destMode); 3590 mCaches.lastSrcMode = sourceMode; 3591 mCaches.lastDstMode = destMode; 3592 } 3593 } else if (mCaches.blend) { 3594 glDisable(GL_BLEND); 3595 } 3596 mCaches.blend = blend; 3597} 3598 3599bool OpenGLRenderer::useProgram(Program* program) { 3600 if (!program->isInUse()) { 3601 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3602 program->use(); 3603 mCaches.currentProgram = program; 3604 return false; 3605 } 3606 return true; 3607} 3608 3609void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3610 TextureVertex* v = &mMeshVertices[0]; 3611 TextureVertex::setUV(v++, u1, v1); 3612 TextureVertex::setUV(v++, u2, v1); 3613 TextureVertex::setUV(v++, u1, v2); 3614 TextureVertex::setUV(v++, u2, v2); 3615} 3616 3617void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3618 getAlphaAndModeDirect(paint, alpha, mode); 3619 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3620 // if drawing a layer, ignore the paint's alpha 3621 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3622 } 3623 *alpha *= mSnapshot->alpha; 3624} 3625 3626float OpenGLRenderer::getLayerAlpha(Layer* layer) const { 3627 float alpha; 3628 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3629 alpha = mDrawModifiers.mOverrideLayerAlpha; 3630 } else { 3631 alpha = layer->getAlpha() / 255.0f; 3632 } 3633 return alpha * mSnapshot->alpha; 3634} 3635 3636}; // namespace uirenderer 3637}; // namespace android 3638