OpenGLRenderer.cpp revision 631582f7f7a3c879a5fba81f2bc082e4826758aa
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 "DisplayListRenderer.h" 35#include "Vector.h" 36 37namespace android { 38namespace uirenderer { 39 40/////////////////////////////////////////////////////////////////////////////// 41// Defines 42/////////////////////////////////////////////////////////////////////////////// 43 44#define RAD_TO_DEG (180.0f / 3.14159265f) 45#define MIN_ANGLE 0.001f 46 47// TODO: This should be set in properties 48#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 49 50/////////////////////////////////////////////////////////////////////////////// 51// Globals 52/////////////////////////////////////////////////////////////////////////////// 53 54/** 55 * Structure mapping Skia xfermodes to OpenGL blending factors. 56 */ 57struct Blender { 58 SkXfermode::Mode mode; 59 GLenum src; 60 GLenum dst; 61}; // struct Blender 62 63// In this array, the index of each Blender equals the value of the first 64// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 65static const Blender gBlends[] = { 66 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 67 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 68 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 69 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 70 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 71 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 72 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 73 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 74 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 75 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 76 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 77 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 78}; 79 80// This array contains the swapped version of each SkXfermode. For instance 81// this array's SrcOver blending mode is actually DstOver. You can refer to 82// createLayer() for more information on the purpose of this array. 83static const Blender gBlendsSwap[] = { 84 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 85 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 86 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 87 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 88 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 89 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 90 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 91 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 92 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 93 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 94 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 95 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 96}; 97 98static const GLenum gTextureUnits[] = { 99 GL_TEXTURE0, 100 GL_TEXTURE1, 101 GL_TEXTURE2 102}; 103 104/////////////////////////////////////////////////////////////////////////////// 105// Constructors/destructor 106/////////////////////////////////////////////////////////////////////////////// 107 108OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 109 mShader = NULL; 110 mColorFilter = NULL; 111 mHasShadow = false; 112 113 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 114 115 mFirstSnapshot = new Snapshot; 116} 117 118OpenGLRenderer::~OpenGLRenderer() { 119 // The context has already been destroyed at this point, do not call 120 // GL APIs. All GL state should be kept in Caches.h 121} 122 123/////////////////////////////////////////////////////////////////////////////// 124// Setup 125/////////////////////////////////////////////////////////////////////////////// 126 127void OpenGLRenderer::setViewport(int width, int height) { 128 glDisable(GL_DITHER); 129 glViewport(0, 0, width, height); 130 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 131 132 mWidth = width; 133 mHeight = height; 134 135 mFirstSnapshot->height = height; 136 mFirstSnapshot->viewport.set(0, 0, width, height); 137 138 mDirtyClip = false; 139} 140 141void OpenGLRenderer::prepare(bool opaque) { 142 prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 143} 144 145void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 146 mCaches.clearGarbage(); 147 148 mSnapshot = new Snapshot(mFirstSnapshot, 149 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 150 mSnapshot->fbo = getTargetFbo(); 151 152 mSaveCount = 1; 153 154 glViewport(0, 0, mWidth, mHeight); 155 156 glEnable(GL_SCISSOR_TEST); 157 glScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 158 mSnapshot->setClip(left, top, right, bottom); 159 160 if (!opaque) { 161 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 162 glClear(GL_COLOR_BUFFER_BIT); 163 } 164} 165 166void OpenGLRenderer::finish() { 167#if DEBUG_OPENGL 168 GLenum status = GL_NO_ERROR; 169 while ((status = glGetError()) != GL_NO_ERROR) { 170 LOGD("GL error from OpenGLRenderer: 0x%x", status); 171 switch (status) { 172 case GL_OUT_OF_MEMORY: 173 LOGE(" OpenGLRenderer is out of memory!"); 174 break; 175 } 176 } 177#endif 178#if DEBUG_MEMORY_USAGE 179 mCaches.dumpMemoryUsage(); 180#else 181 if (mCaches.getDebugLevel() & kDebugMemory) { 182 mCaches.dumpMemoryUsage(); 183 } 184#endif 185} 186 187void OpenGLRenderer::interrupt() { 188 if (mCaches.currentProgram) { 189 if (mCaches.currentProgram->isInUse()) { 190 mCaches.currentProgram->remove(); 191 mCaches.currentProgram = NULL; 192 } 193 } 194 mCaches.unbindMeshBuffer(); 195} 196 197void OpenGLRenderer::resume() { 198 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 199 200 glEnable(GL_SCISSOR_TEST); 201 dirtyClip(); 202 203 glDisable(GL_DITHER); 204 205 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 206 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 207 208 mCaches.blend = true; 209 glEnable(GL_BLEND); 210 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 211 glBlendEquation(GL_FUNC_ADD); 212} 213 214bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) { 215 interrupt(); 216 if (mDirtyClip) { 217 setScissorFromClip(); 218 } 219 220 Rect clip(*mSnapshot->clipRect); 221 clip.snapToPixelBoundaries(); 222 223#if RENDER_LAYERS_AS_REGIONS 224 // Since we don't know what the functor will draw, let's dirty 225 // tne entire clip region 226 if (hasLayer()) { 227 dirtyLayerUnchecked(clip, getRegion()); 228 } 229#endif 230 231 DrawGlInfo info; 232 info.clipLeft = clip.left; 233 info.clipTop = clip.top; 234 info.clipRight = clip.right; 235 info.clipBottom = clip.bottom; 236 info.isLayer = hasLayer(); 237 getSnapshot()->transform->copyTo(&info.transform[0]); 238 239 status_t result = (*functor)(0, &info); 240 241 if (result != 0) { 242 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 243 dirty.unionWith(localDirty); 244 } 245 246 resume(); 247 return result != 0; 248} 249 250/////////////////////////////////////////////////////////////////////////////// 251// State management 252/////////////////////////////////////////////////////////////////////////////// 253 254int OpenGLRenderer::getSaveCount() const { 255 return mSaveCount; 256} 257 258int OpenGLRenderer::save(int flags) { 259 return saveSnapshot(flags); 260} 261 262void OpenGLRenderer::restore() { 263 if (mSaveCount > 1) { 264 restoreSnapshot(); 265 } 266} 267 268void OpenGLRenderer::restoreToCount(int saveCount) { 269 if (saveCount < 1) saveCount = 1; 270 271 while (mSaveCount > saveCount) { 272 restoreSnapshot(); 273 } 274} 275 276int OpenGLRenderer::saveSnapshot(int flags) { 277 mSnapshot = new Snapshot(mSnapshot, flags); 278 return mSaveCount++; 279} 280 281bool OpenGLRenderer::restoreSnapshot() { 282 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 283 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 284 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 285 286 sp<Snapshot> current = mSnapshot; 287 sp<Snapshot> previous = mSnapshot->previous; 288 289 if (restoreOrtho) { 290 Rect& r = previous->viewport; 291 glViewport(r.left, r.top, r.right, r.bottom); 292 mOrthoMatrix.load(current->orthoMatrix); 293 } 294 295 mSaveCount--; 296 mSnapshot = previous; 297 298 if (restoreClip) { 299 dirtyClip(); 300 } 301 302 if (restoreLayer) { 303 composeLayer(current, previous); 304 } 305 306 return restoreClip; 307} 308 309/////////////////////////////////////////////////////////////////////////////// 310// Layers 311/////////////////////////////////////////////////////////////////////////////// 312 313int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 314 SkPaint* p, int flags) { 315 const GLuint previousFbo = mSnapshot->fbo; 316 const int count = saveSnapshot(flags); 317 318 if (!mSnapshot->isIgnored()) { 319 int alpha = 255; 320 SkXfermode::Mode mode; 321 322 if (p) { 323 alpha = p->getAlpha(); 324 if (!mCaches.extensions.hasFramebufferFetch()) { 325 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 326 if (!isMode) { 327 // Assume SRC_OVER 328 mode = SkXfermode::kSrcOver_Mode; 329 } 330 } else { 331 mode = getXfermode(p->getXfermode()); 332 } 333 } else { 334 mode = SkXfermode::kSrcOver_Mode; 335 } 336 337 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 338 } 339 340 return count; 341} 342 343int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 344 int alpha, int flags) { 345 if (alpha >= 255 - ALPHA_THRESHOLD) { 346 return saveLayer(left, top, right, bottom, NULL, flags); 347 } else { 348 SkPaint paint; 349 paint.setAlpha(alpha); 350 return saveLayer(left, top, right, bottom, &paint, flags); 351 } 352} 353 354/** 355 * Layers are viewed by Skia are slightly different than layers in image editing 356 * programs (for instance.) When a layer is created, previously created layers 357 * and the frame buffer still receive every drawing command. For instance, if a 358 * layer is created and a shape intersecting the bounds of the layers and the 359 * framebuffer is draw, the shape will be drawn on both (unless the layer was 360 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 361 * 362 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 363 * texture. Unfortunately, this is inefficient as it requires every primitive to 364 * be drawn n + 1 times, where n is the number of active layers. In practice this 365 * means, for every primitive: 366 * - Switch active frame buffer 367 * - Change viewport, clip and projection matrix 368 * - Issue the drawing 369 * 370 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 371 * To avoid this, layers are implemented in a different way here, at least in the 372 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 373 * is set. When this flag is set we can redirect all drawing operations into a 374 * single FBO. 375 * 376 * This implementation relies on the frame buffer being at least RGBA 8888. When 377 * a layer is created, only a texture is created, not an FBO. The content of the 378 * frame buffer contained within the layer's bounds is copied into this texture 379 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 380 * buffer and drawing continues as normal. This technique therefore treats the 381 * frame buffer as a scratch buffer for the layers. 382 * 383 * To compose the layers back onto the frame buffer, each layer texture 384 * (containing the original frame buffer data) is drawn as a simple quad over 385 * the frame buffer. The trick is that the quad is set as the composition 386 * destination in the blending equation, and the frame buffer becomes the source 387 * of the composition. 388 * 389 * Drawing layers with an alpha value requires an extra step before composition. 390 * An empty quad is drawn over the layer's region in the frame buffer. This quad 391 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 392 * quad is used to multiply the colors in the frame buffer. This is achieved by 393 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 394 * GL_ZERO, GL_SRC_ALPHA. 395 * 396 * Because glCopyTexImage2D() can be slow, an alternative implementation might 397 * be use to draw a single clipped layer. The implementation described above 398 * is correct in every case. 399 * 400 * (1) The frame buffer is actually not cleared right away. To allow the GPU 401 * to potentially optimize series of calls to glCopyTexImage2D, the frame 402 * buffer is left untouched until the first drawing operation. Only when 403 * something actually gets drawn are the layers regions cleared. 404 */ 405bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 406 float right, float bottom, int alpha, SkXfermode::Mode mode, 407 int flags, GLuint previousFbo) { 408 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 409 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 410 411 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 412 413 // Window coordinates of the layer 414 Rect bounds(left, top, right, bottom); 415 if (!fboLayer) { 416 mSnapshot->transform->mapRect(bounds); 417 418 // Layers only make sense if they are in the framebuffer's bounds 419 if (bounds.intersect(*snapshot->clipRect)) { 420 // We cannot work with sub-pixels in this case 421 bounds.snapToPixelBoundaries(); 422 423 // When the layer is not an FBO, we may use glCopyTexImage so we 424 // need to make sure the layer does not extend outside the bounds 425 // of the framebuffer 426 if (!bounds.intersect(snapshot->previous->viewport)) { 427 bounds.setEmpty(); 428 } 429 } else { 430 bounds.setEmpty(); 431 } 432 } 433 434 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 435 bounds.getHeight() > mCaches.maxTextureSize) { 436 snapshot->empty = fboLayer; 437 } else { 438 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 439 } 440 441 // Bail out if we won't draw in this snapshot 442 if (snapshot->invisible || snapshot->empty) { 443 return false; 444 } 445 446 glActiveTexture(gTextureUnits[0]); 447 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 448 if (!layer) { 449 return false; 450 } 451 452 layer->setAlpha(alpha, mode); 453 layer->layer.set(bounds); 454 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 455 bounds.getWidth() / float(layer->getWidth()), 0.0f); 456 layer->setColorFilter(mColorFilter); 457 458 // Save the layer in the snapshot 459 snapshot->flags |= Snapshot::kFlagIsLayer; 460 snapshot->layer = layer; 461 462 if (fboLayer) { 463 return createFboLayer(layer, bounds, snapshot, previousFbo); 464 } else { 465 // Copy the framebuffer into the layer 466 layer->bindTexture(); 467 if (!bounds.isEmpty()) { 468 if (layer->isEmpty()) { 469 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 470 bounds.left, snapshot->height - bounds.bottom, 471 layer->getWidth(), layer->getHeight(), 0); 472 layer->setEmpty(false); 473 } else { 474 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 475 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 476 } 477 478 // Enqueue the buffer coordinates to clear the corresponding region later 479 mLayers.push(new Rect(bounds)); 480 } 481 } 482 483 return true; 484} 485 486bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 487 GLuint previousFbo) { 488 layer->setFbo(mCaches.fboCache.get()); 489 490#if RENDER_LAYERS_AS_REGIONS 491 snapshot->region = &snapshot->layer->region; 492 snapshot->flags |= Snapshot::kFlagFboTarget; 493#endif 494 495 Rect clip(bounds); 496 snapshot->transform->mapRect(clip); 497 clip.intersect(*snapshot->clipRect); 498 clip.snapToPixelBoundaries(); 499 clip.intersect(snapshot->previous->viewport); 500 501 mat4 inverse; 502 inverse.loadInverse(*mSnapshot->transform); 503 504 inverse.mapRect(clip); 505 clip.snapToPixelBoundaries(); 506 clip.intersect(bounds); 507 clip.translate(-bounds.left, -bounds.top); 508 509 snapshot->flags |= Snapshot::kFlagIsFboLayer; 510 snapshot->fbo = layer->getFbo(); 511 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 512 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 513 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 514 snapshot->height = bounds.getHeight(); 515 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 516 snapshot->orthoMatrix.load(mOrthoMatrix); 517 518 // Bind texture to FBO 519 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 520 layer->bindTexture(); 521 522 // Initialize the texture if needed 523 if (layer->isEmpty()) { 524 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 525 layer->setEmpty(false); 526 } 527 528 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 529 layer->getTexture(), 0); 530 531#if DEBUG_LAYERS_AS_REGIONS 532 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 533 if (status != GL_FRAMEBUFFER_COMPLETE) { 534 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 535 536 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 537 layer->deleteTexture(); 538 mCaches.fboCache.put(layer->getFbo()); 539 540 delete layer; 541 542 return false; 543 } 544#endif 545 546 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 547 glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 548 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 549 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 550 glClear(GL_COLOR_BUFFER_BIT); 551 552 dirtyClip(); 553 554 // Change the ortho projection 555 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 556 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 557 558 return true; 559} 560 561/** 562 * Read the documentation of createLayer() before doing anything in this method. 563 */ 564void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 565 if (!current->layer) { 566 LOGE("Attempting to compose a layer that does not exist"); 567 return; 568 } 569 570 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 571 572 if (fboLayer) { 573 // Unbind current FBO and restore previous one 574 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 575 } 576 577 Layer* layer = current->layer; 578 const Rect& rect = layer->layer; 579 580 if (!fboLayer && layer->getAlpha() < 255) { 581 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 582 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 583 // Required below, composeLayerRect() will divide by 255 584 layer->setAlpha(255); 585 } 586 587 mCaches.unbindMeshBuffer(); 588 589 glActiveTexture(gTextureUnits[0]); 590 591 // When the layer is stored in an FBO, we can save a bit of fillrate by 592 // drawing only the dirty region 593 if (fboLayer) { 594 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 595 if (layer->getColorFilter()) { 596 setupColorFilter(layer->getColorFilter()); 597 } 598 composeLayerRegion(layer, rect); 599 if (layer->getColorFilter()) { 600 resetColorFilter(); 601 } 602 } else if (!rect.isEmpty()) { 603 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 604 composeLayerRect(layer, rect, true); 605 } 606 607 if (fboLayer) { 608 // Detach the texture from the FBO 609 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 610 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 611 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 612 613 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 614 mCaches.fboCache.put(current->fbo); 615 } 616 617 dirtyClip(); 618 619 // Failing to add the layer to the cache should happen only if the layer is too large 620 if (!mCaches.layerCache.put(layer)) { 621 LAYER_LOGD("Deleting layer"); 622 layer->deleteTexture(); 623 delete layer; 624 } 625} 626 627void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 628 float alpha = layer->getAlpha() / 255.0f; 629 630 mat4& transform = layer->getTransform(); 631 if (!transform.isIdentity()) { 632 save(0); 633 mSnapshot->transform->multiply(transform); 634 } 635 636 setupDraw(); 637 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 638 setupDrawWithTexture(); 639 } else { 640 setupDrawWithExternalTexture(); 641 } 642 setupDrawTextureTransform(); 643 setupDrawColor(alpha, alpha, alpha, alpha); 644 setupDrawColorFilter(); 645 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 646 setupDrawProgram(); 647 setupDrawPureColorUniforms(); 648 setupDrawColorFilterUniforms(); 649 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 650 setupDrawTexture(layer->getTexture()); 651 } else { 652 setupDrawExternalTexture(layer->getTexture()); 653 } 654 if (mSnapshot->transform->isPureTranslate() && 655 layer->getWidth() == (uint32_t) rect.getWidth() && 656 layer->getHeight() == (uint32_t) rect.getHeight()) { 657 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 658 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 659 660 layer->setFilter(GL_NEAREST, GL_NEAREST); 661 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 662 } else { 663 layer->setFilter(GL_LINEAR, GL_LINEAR); 664 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 665 } 666 setupDrawTextureTransformUniforms(layer->getTexTransform()); 667 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 668 669 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 670 671 finishDrawTexture(); 672 673 if (!transform.isIdentity()) { 674 restore(); 675 } 676} 677 678void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 679 if (!layer->isTextureLayer()) { 680 const Rect& texCoords = layer->texCoords; 681 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 682 texCoords.right, texCoords.bottom); 683 684 float x = rect.left; 685 float y = rect.top; 686 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 687 layer->getWidth() == (uint32_t) rect.getWidth() && 688 layer->getHeight() == (uint32_t) rect.getHeight(); 689 690 if (simpleTransform) { 691 // When we're swapping, the layer is already in screen coordinates 692 if (!swap) { 693 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 694 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 695 } 696 697 layer->setFilter(GL_NEAREST, GL_NEAREST, true); 698 } else { 699 layer->setFilter(GL_LINEAR, GL_LINEAR, true); 700 } 701 702 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 703 layer->getTexture(), layer->getAlpha() / 255.0f, 704 layer->getMode(), layer->isBlend(), 705 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 706 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 707 708 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 709 } else { 710 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 711 drawTextureLayer(layer, rect); 712 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 713 } 714} 715 716void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 717#if RENDER_LAYERS_AS_REGIONS 718 if (layer->region.isRect()) { 719 layer->setRegionAsRect(); 720 721 composeLayerRect(layer, layer->regionRect); 722 723 layer->region.clear(); 724 return; 725 } 726 727 if (!layer->region.isEmpty()) { 728 size_t count; 729 const android::Rect* rects = layer->region.getArray(&count); 730 731 const float alpha = layer->getAlpha() / 255.0f; 732 const float texX = 1.0f / float(layer->getWidth()); 733 const float texY = 1.0f / float(layer->getHeight()); 734 const float height = rect.getHeight(); 735 736 TextureVertex* mesh = mCaches.getRegionMesh(); 737 GLsizei numQuads = 0; 738 739 setupDraw(); 740 setupDrawWithTexture(); 741 setupDrawColor(alpha, alpha, alpha, alpha); 742 setupDrawColorFilter(); 743 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 744 setupDrawProgram(); 745 setupDrawDirtyRegionsDisabled(); 746 setupDrawPureColorUniforms(); 747 setupDrawColorFilterUniforms(); 748 setupDrawTexture(layer->getTexture()); 749 if (mSnapshot->transform->isPureTranslate()) { 750 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 751 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 752 753 layer->setFilter(GL_NEAREST, GL_NEAREST); 754 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 755 } else { 756 layer->setFilter(GL_LINEAR, GL_LINEAR); 757 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 758 } 759 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]); 760 761 for (size_t i = 0; i < count; i++) { 762 const android::Rect* r = &rects[i]; 763 764 const float u1 = r->left * texX; 765 const float v1 = (height - r->top) * texY; 766 const float u2 = r->right * texX; 767 const float v2 = (height - r->bottom) * texY; 768 769 // TODO: Reject quads outside of the clip 770 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 771 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 772 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 773 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 774 775 numQuads++; 776 777 if (numQuads >= REGION_MESH_QUAD_COUNT) { 778 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 779 numQuads = 0; 780 mesh = mCaches.getRegionMesh(); 781 } 782 } 783 784 if (numQuads > 0) { 785 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 786 } 787 788 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 789 finishDrawTexture(); 790 791#if DEBUG_LAYERS_AS_REGIONS 792 drawRegionRects(layer->region); 793#endif 794 795 layer->region.clear(); 796 } 797#else 798 composeLayerRect(layer, rect); 799#endif 800} 801 802void OpenGLRenderer::drawRegionRects(const Region& region) { 803#if DEBUG_LAYERS_AS_REGIONS 804 size_t count; 805 const android::Rect* rects = region.getArray(&count); 806 807 uint32_t colors[] = { 808 0x7fff0000, 0x7f00ff00, 809 0x7f0000ff, 0x7fff00ff, 810 }; 811 812 int offset = 0; 813 int32_t top = rects[0].top; 814 815 for (size_t i = 0; i < count; i++) { 816 if (top != rects[i].top) { 817 offset ^= 0x2; 818 top = rects[i].top; 819 } 820 821 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 822 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 823 SkXfermode::kSrcOver_Mode); 824 } 825#endif 826} 827 828void OpenGLRenderer::dirtyLayer(const float left, const float top, 829 const float right, const float bottom, const mat4 transform) { 830#if RENDER_LAYERS_AS_REGIONS 831 if (hasLayer()) { 832 Rect bounds(left, top, right, bottom); 833 transform.mapRect(bounds); 834 dirtyLayerUnchecked(bounds, getRegion()); 835 } 836#endif 837} 838 839void OpenGLRenderer::dirtyLayer(const float left, const float top, 840 const float right, const float bottom) { 841#if RENDER_LAYERS_AS_REGIONS 842 if (hasLayer()) { 843 Rect bounds(left, top, right, bottom); 844 dirtyLayerUnchecked(bounds, getRegion()); 845 } 846#endif 847} 848 849void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 850#if RENDER_LAYERS_AS_REGIONS 851 if (bounds.intersect(*mSnapshot->clipRect)) { 852 bounds.snapToPixelBoundaries(); 853 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 854 if (!dirty.isEmpty()) { 855 region->orSelf(dirty); 856 } 857 } 858#endif 859} 860 861void OpenGLRenderer::clearLayerRegions() { 862 const size_t count = mLayers.size(); 863 if (count == 0) return; 864 865 if (!mSnapshot->isIgnored()) { 866 // Doing several glScissor/glClear here can negatively impact 867 // GPUs with a tiler architecture, instead we draw quads with 868 // the Clear blending mode 869 870 // The list contains bounds that have already been clipped 871 // against their initial clip rect, and the current clip 872 // is likely different so we need to disable clipping here 873 glDisable(GL_SCISSOR_TEST); 874 875 Vertex mesh[count * 6]; 876 Vertex* vertex = mesh; 877 878 for (uint32_t i = 0; i < count; i++) { 879 Rect* bounds = mLayers.itemAt(i); 880 881 Vertex::set(vertex++, bounds->left, bounds->bottom); 882 Vertex::set(vertex++, bounds->left, bounds->top); 883 Vertex::set(vertex++, bounds->right, bounds->top); 884 Vertex::set(vertex++, bounds->left, bounds->bottom); 885 Vertex::set(vertex++, bounds->right, bounds->top); 886 Vertex::set(vertex++, bounds->right, bounds->bottom); 887 888 delete bounds; 889 } 890 891 setupDraw(false); 892 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 893 setupDrawBlending(true, SkXfermode::kClear_Mode); 894 setupDrawProgram(); 895 setupDrawPureColorUniforms(); 896 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 897 898 mCaches.unbindMeshBuffer(); 899 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 900 gVertexStride, &mesh[0].position[0]); 901 glDrawArrays(GL_TRIANGLES, 0, count * 6); 902 903 glEnable(GL_SCISSOR_TEST); 904 } else { 905 for (uint32_t i = 0; i < count; i++) { 906 delete mLayers.itemAt(i); 907 } 908 } 909 910 mLayers.clear(); 911} 912 913/////////////////////////////////////////////////////////////////////////////// 914// Transforms 915/////////////////////////////////////////////////////////////////////////////// 916 917void OpenGLRenderer::translate(float dx, float dy) { 918 mSnapshot->transform->translate(dx, dy, 0.0f); 919} 920 921void OpenGLRenderer::rotate(float degrees) { 922 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 923} 924 925void OpenGLRenderer::scale(float sx, float sy) { 926 mSnapshot->transform->scale(sx, sy, 1.0f); 927} 928 929void OpenGLRenderer::skew(float sx, float sy) { 930 mSnapshot->transform->skew(sx, sy); 931} 932 933void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 934 mSnapshot->transform->load(*matrix); 935} 936 937void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 938 mSnapshot->transform->copyTo(*matrix); 939} 940 941void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 942 SkMatrix transform; 943 mSnapshot->transform->copyTo(transform); 944 transform.preConcat(*matrix); 945 mSnapshot->transform->load(transform); 946} 947 948/////////////////////////////////////////////////////////////////////////////// 949// Clipping 950/////////////////////////////////////////////////////////////////////////////// 951 952void OpenGLRenderer::setScissorFromClip() { 953 Rect clip(*mSnapshot->clipRect); 954 clip.snapToPixelBoundaries(); 955 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 956 mDirtyClip = false; 957} 958 959const Rect& OpenGLRenderer::getClipBounds() { 960 return mSnapshot->getLocalClip(); 961} 962 963bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 964 if (mSnapshot->isIgnored()) { 965 return true; 966 } 967 968 Rect r(left, top, right, bottom); 969 mSnapshot->transform->mapRect(r); 970 r.snapToPixelBoundaries(); 971 972 Rect clipRect(*mSnapshot->clipRect); 973 clipRect.snapToPixelBoundaries(); 974 975 return !clipRect.intersects(r); 976} 977 978bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 979 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 980 if (clipped) { 981 dirtyClip(); 982 } 983 return !mSnapshot->clipRect->isEmpty(); 984} 985 986/////////////////////////////////////////////////////////////////////////////// 987// Drawing commands 988/////////////////////////////////////////////////////////////////////////////// 989 990void OpenGLRenderer::setupDraw(bool clear) { 991 if (clear) clearLayerRegions(); 992 if (mDirtyClip) { 993 setScissorFromClip(); 994 } 995 mDescription.reset(); 996 mSetShaderColor = false; 997 mColorSet = false; 998 mColorA = mColorR = mColorG = mColorB = 0.0f; 999 mTextureUnit = 0; 1000 mTrackDirtyRegions = true; 1001 mTexCoordsSlot = -1; 1002} 1003 1004void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1005 mDescription.hasTexture = true; 1006 mDescription.hasAlpha8Texture = isAlpha8; 1007} 1008 1009void OpenGLRenderer::setupDrawWithExternalTexture() { 1010 mDescription.hasExternalTexture = true; 1011} 1012 1013void OpenGLRenderer::setupDrawAALine() { 1014 mDescription.isAA = true; 1015} 1016 1017void OpenGLRenderer::setupDrawPoint(float pointSize) { 1018 mDescription.isPoint = true; 1019 mDescription.pointSize = pointSize; 1020} 1021 1022void OpenGLRenderer::setupDrawColor(int color) { 1023 setupDrawColor(color, (color >> 24) & 0xFF); 1024} 1025 1026void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1027 mColorA = alpha / 255.0f; 1028 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1029 // the rgb values by a instead of also dividing by 255 1030 const float a = mColorA / 255.0f; 1031 mColorR = a * ((color >> 16) & 0xFF); 1032 mColorG = a * ((color >> 8) & 0xFF); 1033 mColorB = a * ((color ) & 0xFF); 1034 mColorSet = true; 1035 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1036} 1037 1038void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1039 mColorA = alpha / 255.0f; 1040 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1041 // the rgb values by a instead of also dividing by 255 1042 const float a = mColorA / 255.0f; 1043 mColorR = a * ((color >> 16) & 0xFF); 1044 mColorG = a * ((color >> 8) & 0xFF); 1045 mColorB = a * ((color ) & 0xFF); 1046 mColorSet = true; 1047 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1048} 1049 1050void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1051 mColorA = a; 1052 mColorR = r; 1053 mColorG = g; 1054 mColorB = b; 1055 mColorSet = true; 1056 mSetShaderColor = mDescription.setColor(r, g, b, a); 1057} 1058 1059void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 1060 mColorA = a; 1061 mColorR = r; 1062 mColorG = g; 1063 mColorB = b; 1064 mColorSet = true; 1065 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 1066} 1067 1068void OpenGLRenderer::setupDrawShader() { 1069 if (mShader) { 1070 mShader->describe(mDescription, mCaches.extensions); 1071 } 1072} 1073 1074void OpenGLRenderer::setupDrawColorFilter() { 1075 if (mColorFilter) { 1076 mColorFilter->describe(mDescription, mCaches.extensions); 1077 } 1078} 1079 1080void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1081 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1082 mColorA = 1.0f; 1083 mColorR = mColorG = mColorB = 0.0f; 1084 mSetShaderColor = mDescription.modulate = true; 1085 } 1086} 1087 1088void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1089 // When the blending mode is kClear_Mode, we need to use a modulate color 1090 // argb=1,0,0,0 1091 accountForClear(mode); 1092 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1093 mDescription, swapSrcDst); 1094} 1095 1096void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1097 // When the blending mode is kClear_Mode, we need to use a modulate color 1098 // argb=1,0,0,0 1099 accountForClear(mode); 1100 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1101 mDescription, swapSrcDst); 1102} 1103 1104void OpenGLRenderer::setupDrawProgram() { 1105 useProgram(mCaches.programCache.get(mDescription)); 1106} 1107 1108void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1109 mTrackDirtyRegions = false; 1110} 1111 1112void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1113 bool ignoreTransform) { 1114 mModelView.loadTranslate(left, top, 0.0f); 1115 if (!ignoreTransform) { 1116 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1117 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1118 } else { 1119 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1120 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1121 } 1122} 1123 1124void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1125 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1126} 1127 1128void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1129 bool ignoreTransform, bool ignoreModelView) { 1130 if (!ignoreModelView) { 1131 mModelView.loadTranslate(left, top, 0.0f); 1132 mModelView.scale(right - left, bottom - top, 1.0f); 1133 } else { 1134 mModelView.loadIdentity(); 1135 } 1136 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1137 if (!ignoreTransform) { 1138 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1139 if (mTrackDirtyRegions && dirty) { 1140 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1141 } 1142 } else { 1143 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1144 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1145 } 1146} 1147 1148void OpenGLRenderer::setupDrawPointUniforms() { 1149 int slot = mCaches.currentProgram->getUniform("pointSize"); 1150 glUniform1f(slot, mDescription.pointSize); 1151} 1152 1153void OpenGLRenderer::setupDrawColorUniforms() { 1154 if (mColorSet || (mShader && mSetShaderColor)) { 1155 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1156 } 1157} 1158 1159void OpenGLRenderer::setupDrawPureColorUniforms() { 1160 if (mSetShaderColor) { 1161 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1162 } 1163} 1164 1165void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1166 if (mShader) { 1167 if (ignoreTransform) { 1168 mModelView.loadInverse(*mSnapshot->transform); 1169 } 1170 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1171 } 1172} 1173 1174void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1175 if (mShader) { 1176 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1177 } 1178} 1179 1180void OpenGLRenderer::setupDrawColorFilterUniforms() { 1181 if (mColorFilter) { 1182 mColorFilter->setupProgram(mCaches.currentProgram); 1183 } 1184} 1185 1186void OpenGLRenderer::setupDrawSimpleMesh() { 1187 mCaches.bindMeshBuffer(); 1188 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1189 gMeshStride, 0); 1190} 1191 1192void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1193 bindTexture(texture); 1194 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1195 1196 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1197 glEnableVertexAttribArray(mTexCoordsSlot); 1198} 1199 1200void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1201 bindExternalTexture(texture); 1202 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1203 1204 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1205 glEnableVertexAttribArray(mTexCoordsSlot); 1206} 1207 1208void OpenGLRenderer::setupDrawTextureTransform() { 1209 mDescription.hasTextureTransform = true; 1210} 1211 1212void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1213 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1214 GL_FALSE, &transform.data[0]); 1215} 1216 1217void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1218 if (!vertices) { 1219 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1220 } else { 1221 mCaches.unbindMeshBuffer(); 1222 } 1223 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1224 gMeshStride, vertices); 1225 if (mTexCoordsSlot >= 0) { 1226 glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1227 } 1228} 1229 1230void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1231 mCaches.unbindMeshBuffer(); 1232 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1233 gVertexStride, vertices); 1234} 1235 1236/** 1237 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1238 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1239 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1240 * attributes (one per vertex) are values from zero to one that tells the fragment 1241 * shader where the fragment is in relation to the line width/length overall; these values are 1242 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1243 * region of the line. 1244 * Note that we only pass down the width values in this setup function. The length coordinates 1245 * are set up for each individual segment. 1246 */ 1247void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1248 GLvoid* lengthCoords, float boundaryWidthProportion) { 1249 mCaches.unbindMeshBuffer(); 1250 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1251 gAAVertexStride, vertices); 1252 int widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1253 glEnableVertexAttribArray(widthSlot); 1254 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1255 int lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1256 glEnableVertexAttribArray(lengthSlot); 1257 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1258 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1259 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1260 // Setting the inverse value saves computations per-fragment in the shader 1261 int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1262 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1263} 1264 1265void OpenGLRenderer::finishDrawTexture() { 1266 glDisableVertexAttribArray(mTexCoordsSlot); 1267} 1268 1269/////////////////////////////////////////////////////////////////////////////// 1270// Drawing 1271/////////////////////////////////////////////////////////////////////////////// 1272 1273bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height, 1274 Rect& dirty, uint32_t level) { 1275 if (quickReject(0.0f, 0.0f, width, height)) { 1276 return false; 1277 } 1278 1279 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1280 // will be performed by the display list itself 1281 if (displayList) { 1282 return displayList->replay(*this, dirty, level); 1283 } 1284 1285 return false; 1286} 1287 1288void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1289 if (displayList) { 1290 displayList->output(*this, level); 1291 } 1292} 1293 1294void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1295 int alpha; 1296 SkXfermode::Mode mode; 1297 getAlphaAndMode(paint, &alpha, &mode); 1298 1299 float x = left; 1300 float y = top; 1301 1302 GLenum filter = GL_LINEAR; 1303 bool ignoreTransform = false; 1304 if (mSnapshot->transform->isPureTranslate()) { 1305 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1306 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1307 ignoreTransform = true; 1308 filter = GL_NEAREST; 1309 } 1310 1311 setupDraw(); 1312 setupDrawWithTexture(true); 1313 if (paint) { 1314 setupDrawAlpha8Color(paint->getColor(), alpha); 1315 } 1316 setupDrawColorFilter(); 1317 setupDrawShader(); 1318 setupDrawBlending(true, mode); 1319 setupDrawProgram(); 1320 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1321 1322 setupDrawTexture(texture->id); 1323 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1324 texture->setFilter(filter, filter); 1325 1326 setupDrawPureColorUniforms(); 1327 setupDrawColorFilterUniforms(); 1328 setupDrawShaderUniforms(); 1329 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1330 1331 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1332 1333 finishDrawTexture(); 1334} 1335 1336void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1337 const float right = left + bitmap->width(); 1338 const float bottom = top + bitmap->height(); 1339 1340 if (quickReject(left, top, right, bottom)) { 1341 return; 1342 } 1343 1344 glActiveTexture(gTextureUnits[0]); 1345 Texture* texture = mCaches.textureCache.get(bitmap); 1346 if (!texture) return; 1347 const AutoTexture autoCleanup(texture); 1348 1349 if (bitmap->getConfig() == SkBitmap::kA8_Config) { 1350 drawAlphaBitmap(texture, left, top, paint); 1351 } else { 1352 drawTextureRect(left, top, right, bottom, texture, paint); 1353 } 1354} 1355 1356void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1357 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1358 const mat4 transform(*matrix); 1359 transform.mapRect(r); 1360 1361 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1362 return; 1363 } 1364 1365 glActiveTexture(gTextureUnits[0]); 1366 Texture* texture = mCaches.textureCache.get(bitmap); 1367 if (!texture) return; 1368 const AutoTexture autoCleanup(texture); 1369 1370 // This could be done in a cheaper way, all we need is pass the matrix 1371 // to the vertex shader. The save/restore is a bit overkill. 1372 save(SkCanvas::kMatrix_SaveFlag); 1373 concatMatrix(matrix); 1374 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1375 restore(); 1376} 1377 1378void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1379 float* vertices, int* colors, SkPaint* paint) { 1380 // TODO: Do a quickReject 1381 if (!vertices || mSnapshot->isIgnored()) { 1382 return; 1383 } 1384 1385 glActiveTexture(gTextureUnits[0]); 1386 Texture* texture = mCaches.textureCache.get(bitmap); 1387 if (!texture) return; 1388 const AutoTexture autoCleanup(texture); 1389 1390 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true); 1391 texture->setFilter(GL_LINEAR, GL_LINEAR, true); 1392 1393 int alpha; 1394 SkXfermode::Mode mode; 1395 getAlphaAndMode(paint, &alpha, &mode); 1396 1397 const uint32_t count = meshWidth * meshHeight * 6; 1398 1399 float left = FLT_MAX; 1400 float top = FLT_MAX; 1401 float right = FLT_MIN; 1402 float bottom = FLT_MIN; 1403 1404#if RENDER_LAYERS_AS_REGIONS 1405 bool hasActiveLayer = hasLayer(); 1406#else 1407 bool hasActiveLayer = false; 1408#endif 1409 1410 // TODO: Support the colors array 1411 TextureVertex mesh[count]; 1412 TextureVertex* vertex = mesh; 1413 for (int32_t y = 0; y < meshHeight; y++) { 1414 for (int32_t x = 0; x < meshWidth; x++) { 1415 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1416 1417 float u1 = float(x) / meshWidth; 1418 float u2 = float(x + 1) / meshWidth; 1419 float v1 = float(y) / meshHeight; 1420 float v2 = float(y + 1) / meshHeight; 1421 1422 int ax = i + (meshWidth + 1) * 2; 1423 int ay = ax + 1; 1424 int bx = i; 1425 int by = bx + 1; 1426 int cx = i + 2; 1427 int cy = cx + 1; 1428 int dx = i + (meshWidth + 1) * 2 + 2; 1429 int dy = dx + 1; 1430 1431 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1432 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1433 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1434 1435 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1436 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1437 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1438 1439#if RENDER_LAYERS_AS_REGIONS 1440 if (hasActiveLayer) { 1441 // TODO: This could be optimized to avoid unnecessary ops 1442 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1443 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1444 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1445 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1446 } 1447#endif 1448 } 1449 } 1450 1451#if RENDER_LAYERS_AS_REGIONS 1452 if (hasActiveLayer) { 1453 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1454 } 1455#endif 1456 1457 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1458 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1459 GL_TRIANGLES, count, false, false, 0, false, false); 1460} 1461 1462void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1463 float srcLeft, float srcTop, float srcRight, float srcBottom, 1464 float dstLeft, float dstTop, float dstRight, float dstBottom, 1465 SkPaint* paint) { 1466 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1467 return; 1468 } 1469 1470 glActiveTexture(gTextureUnits[0]); 1471 Texture* texture = mCaches.textureCache.get(bitmap); 1472 if (!texture) return; 1473 const AutoTexture autoCleanup(texture); 1474 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true); 1475 1476 const float width = texture->width; 1477 const float height = texture->height; 1478 1479 const float u1 = fmax(0.0f, srcLeft / width); 1480 const float v1 = fmax(0.0f, srcTop / height); 1481 const float u2 = fmin(1.0f, srcRight / width); 1482 const float v2 = fmin(1.0f, srcBottom / height); 1483 1484 mCaches.unbindMeshBuffer(); 1485 resetDrawTextureTexCoords(u1, v1, u2, v2); 1486 1487 int alpha; 1488 SkXfermode::Mode mode; 1489 getAlphaAndMode(paint, &alpha, &mode); 1490 1491 if (mSnapshot->transform->isPureTranslate()) { 1492 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1493 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1494 1495 GLenum filter = GL_NEAREST; 1496 // Enable linear filtering if the source rectangle is scaled 1497 if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) { 1498 filter = GL_LINEAR; 1499 } 1500 texture->setFilter(filter, filter, true); 1501 1502 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1503 texture->id, alpha / 255.0f, mode, texture->blend, 1504 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1505 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1506 } else { 1507 texture->setFilter(GL_LINEAR, GL_LINEAR, true); 1508 1509 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1510 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1511 GL_TRIANGLE_STRIP, gMeshCount); 1512 } 1513 1514 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1515} 1516 1517void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1518 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1519 float left, float top, float right, float bottom, SkPaint* paint) { 1520 if (quickReject(left, top, right, bottom)) { 1521 return; 1522 } 1523 1524 glActiveTexture(gTextureUnits[0]); 1525 Texture* texture = mCaches.textureCache.get(bitmap); 1526 if (!texture) return; 1527 const AutoTexture autoCleanup(texture); 1528 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true); 1529 texture->setFilter(GL_LINEAR, GL_LINEAR, true); 1530 1531 int alpha; 1532 SkXfermode::Mode mode; 1533 getAlphaAndMode(paint, &alpha, &mode); 1534 1535 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1536 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1537 1538 if (mesh && mesh->verticesCount > 0) { 1539 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1540#if RENDER_LAYERS_AS_REGIONS 1541 // Mark the current layer dirty where we are going to draw the patch 1542 if (hasLayer() && mesh->hasEmptyQuads) { 1543 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1544 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1545 const size_t count = mesh->quads.size(); 1546 for (size_t i = 0; i < count; i++) { 1547 const Rect& bounds = mesh->quads.itemAt(i); 1548 if (pureTranslate) { 1549 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1550 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1551 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1552 } else { 1553 dirtyLayer(left + bounds.left, top + bounds.top, 1554 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1555 } 1556 } 1557 } 1558#endif 1559 1560 if (pureTranslate) { 1561 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1562 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1563 1564 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1565 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1566 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1567 true, !mesh->hasEmptyQuads); 1568 } else { 1569 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1570 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1571 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1572 true, !mesh->hasEmptyQuads); 1573 } 1574 } 1575} 1576 1577/** 1578 * This function uses a similar approach to that of AA lines in the drawLines() function. 1579 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment 1580 * shader to compute the translucency of the color, determined by whether a given pixel is 1581 * within that boundary region and how far into the region it is. 1582 */ 1583void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom, 1584 int color, SkXfermode::Mode mode) { 1585 float inverseScaleX = 1.0f; 1586 float inverseScaleY = 1.0f; 1587 // The quad that we use needs to account for scaling. 1588 if (!mSnapshot->transform->isPureTranslate()) { 1589 Matrix4 *mat = mSnapshot->transform; 1590 float m00 = mat->data[Matrix4::kScaleX]; 1591 float m01 = mat->data[Matrix4::kSkewY]; 1592 float m02 = mat->data[2]; 1593 float m10 = mat->data[Matrix4::kSkewX]; 1594 float m11 = mat->data[Matrix4::kScaleX]; 1595 float m12 = mat->data[6]; 1596 float scaleX = sqrt(m00 * m00 + m01 * m01); 1597 float scaleY = sqrt(m10 * m10 + m11 * m11); 1598 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1599 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1600 } 1601 1602 setupDraw(); 1603 setupDrawAALine(); 1604 setupDrawColor(color); 1605 setupDrawColorFilter(); 1606 setupDrawShader(); 1607 setupDrawBlending(true, mode); 1608 setupDrawProgram(); 1609 setupDrawModelViewIdentity(true); 1610 setupDrawColorUniforms(); 1611 setupDrawColorFilterUniforms(); 1612 setupDrawShaderIdentityUniforms(); 1613 1614 AAVertex rects[4]; 1615 AAVertex* aaVertices = &rects[0]; 1616 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1617 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1618 1619 float boundarySizeX = .5 * inverseScaleX; 1620 float boundarySizeY = .5 * inverseScaleY; 1621 1622 // Adjust the rect by the AA boundary padding 1623 left -= boundarySizeX; 1624 right += boundarySizeX; 1625 top -= boundarySizeY; 1626 bottom += boundarySizeY; 1627 1628 float width = right - left; 1629 float height = bottom - top; 1630 1631 float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0; 1632 float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0; 1633 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); 1634 int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1635 int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1636 glUniform1f(boundaryLengthSlot, boundaryHeightProportion); 1637 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryHeightProportion)); 1638 1639 if (!quickReject(left, top, right, bottom)) { 1640 AAVertex::set(aaVertices++, left, bottom, 1, 1); 1641 AAVertex::set(aaVertices++, left, top, 1, 0); 1642 AAVertex::set(aaVertices++, right, bottom, 0, 1); 1643 AAVertex::set(aaVertices++, right, top, 0, 0); 1644 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1645 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 1646 } 1647} 1648 1649/** 1650 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1651 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1652 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1653 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 1654 * of the line. Hairlines are more involved because we need to account for transform scaling 1655 * to end up with a one-pixel-wide line in screen space.. 1656 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 1657 * in combination with values that we calculate and pass down in this method. The basic approach 1658 * is that the quad we create contains both the core line area plus a bounding area in which 1659 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 1660 * proportion of the width and the length of a given segment is represented by the boundary 1661 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 1662 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 1663 * on the inside). This ends up giving the result we want, with pixels that are completely 1664 * 'inside' the line area being filled opaquely and the other pixels being filled according to 1665 * how far into the boundary region they are, which is determined by shader interpolation. 1666 */ 1667void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1668 if (mSnapshot->isIgnored()) return; 1669 1670 const bool isAA = paint->isAntiAlias(); 1671 // We use half the stroke width here because we're going to position the quad 1672 // corner vertices half of the width away from the line endpoints 1673 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 1674 // A stroke width of 0 has a special meaning in Skia: 1675 // it draws a line 1 px wide regardless of current transform 1676 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1677 float inverseScaleX = 1.0f; 1678 float inverseScaleY = 1.0f; 1679 bool scaled = false; 1680 int alpha; 1681 SkXfermode::Mode mode; 1682 int generatedVerticesCount = 0; 1683 int verticesCount = count; 1684 if (count > 4) { 1685 // Polyline: account for extra vertices needed for continuous tri-strip 1686 verticesCount += (count - 4); 1687 } 1688 1689 if (isHairLine || isAA) { 1690 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 1691 // the line on the screen should always be one pixel wide regardless of scale. For 1692 // AA lines, we only want one pixel of translucent boundary around the quad. 1693 if (!mSnapshot->transform->isPureTranslate()) { 1694 Matrix4 *mat = mSnapshot->transform; 1695 float m00 = mat->data[Matrix4::kScaleX]; 1696 float m01 = mat->data[Matrix4::kSkewY]; 1697 float m02 = mat->data[2]; 1698 float m10 = mat->data[Matrix4::kSkewX]; 1699 float m11 = mat->data[Matrix4::kScaleX]; 1700 float m12 = mat->data[6]; 1701 float scaleX = sqrt(m00*m00 + m01*m01); 1702 float scaleY = sqrt(m10*m10 + m11*m11); 1703 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1704 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1705 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 1706 scaled = true; 1707 } 1708 } 1709 } 1710 1711 getAlphaAndMode(paint, &alpha, &mode); 1712 setupDraw(); 1713 if (isAA) { 1714 setupDrawAALine(); 1715 } 1716 setupDrawColor(paint->getColor(), alpha); 1717 setupDrawColorFilter(); 1718 setupDrawShader(); 1719 if (isAA) { 1720 setupDrawBlending(true, mode); 1721 } else { 1722 setupDrawBlending(mode); 1723 } 1724 setupDrawProgram(); 1725 setupDrawModelViewIdentity(true); 1726 setupDrawColorUniforms(); 1727 setupDrawColorFilterUniforms(); 1728 setupDrawShaderIdentityUniforms(); 1729 1730 if (isHairLine) { 1731 // Set a real stroke width to be used in quad construction 1732 halfStrokeWidth = isAA? 1 : .5; 1733 } else if (isAA && !scaled) { 1734 // Expand boundary to enable AA calculations on the quad border 1735 halfStrokeWidth += .5f; 1736 } 1737 Vertex lines[verticesCount]; 1738 Vertex* vertices = &lines[0]; 1739 AAVertex wLines[verticesCount]; 1740 AAVertex* aaVertices = &wLines[0]; 1741 if (!isAA) { 1742 setupDrawVertices(vertices); 1743 } else { 1744 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1745 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1746 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 1747 // AA stroke width (the base stroke width expanded by a half pixel on either side). 1748 // This value is used in the fragment shader to determine how to fill fragments. 1749 // We will need to calculate the actual width proportion on each segment for 1750 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 1751 float boundaryWidthProportion = 1 / (2 * halfStrokeWidth); 1752 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); 1753 } 1754 1755 AAVertex* prevAAVertex = NULL; 1756 Vertex* prevVertex = NULL; 1757 1758 int boundaryLengthSlot = -1; 1759 int inverseBoundaryLengthSlot = -1; 1760 int boundaryWidthSlot = -1; 1761 int inverseBoundaryWidthSlot = -1; 1762 for (int i = 0; i < count; i += 4) { 1763 // a = start point, b = end point 1764 vec2 a(points[i], points[i + 1]); 1765 vec2 b(points[i + 2], points[i + 3]); 1766 float length = 0; 1767 float boundaryLengthProportion = 0; 1768 float boundaryWidthProportion = 0; 1769 1770 // Find the normal to the line 1771 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 1772 if (isHairLine) { 1773 if (isAA) { 1774 float wideningFactor; 1775 if (fabs(n.x) >= fabs(n.y)) { 1776 wideningFactor = fabs(1.0f / n.x); 1777 } else { 1778 wideningFactor = fabs(1.0f / n.y); 1779 } 1780 n *= wideningFactor; 1781 } 1782 if (scaled) { 1783 n.x *= inverseScaleX; 1784 n.y *= inverseScaleY; 1785 } 1786 } else if (scaled) { 1787 // Extend n by .5 pixel on each side, post-transform 1788 vec2 extendedN = n.copyNormalized(); 1789 extendedN /= 2; 1790 extendedN.x *= inverseScaleX; 1791 extendedN.y *= inverseScaleY; 1792 float extendedNLength = extendedN.length(); 1793 // We need to set this value on the shader prior to drawing 1794 boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength); 1795 n += extendedN; 1796 } 1797 float x = n.x; 1798 n.x = -n.y; 1799 n.y = x; 1800 1801 // aa lines expand the endpoint vertices to encompass the AA boundary 1802 if (isAA) { 1803 vec2 abVector = (b - a); 1804 length = abVector.length(); 1805 abVector.normalize(); 1806 if (scaled) { 1807 abVector.x *= inverseScaleX; 1808 abVector.y *= inverseScaleY; 1809 float abLength = abVector.length(); 1810 boundaryLengthProportion = abLength / (length + abLength); 1811 } else { 1812 boundaryLengthProportion = .5 / (length + 1); 1813 } 1814 abVector /= 2; 1815 a -= abVector; 1816 b += abVector; 1817 } 1818 1819 // Four corners of the rectangle defining a thick line 1820 vec2 p1 = a - n; 1821 vec2 p2 = a + n; 1822 vec2 p3 = b + n; 1823 vec2 p4 = b - n; 1824 1825 1826 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1827 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1828 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1829 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1830 1831 if (!quickReject(left, top, right, bottom)) { 1832 if (!isAA) { 1833 if (prevVertex != NULL) { 1834 // Issue two repeat vertices to create degenerate triangles to bridge 1835 // between the previous line and the new one. This is necessary because 1836 // we are creating a single triangle_strip which will contain 1837 // potentially discontinuous line segments. 1838 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 1839 Vertex::set(vertices++, p1.x, p1.y); 1840 generatedVerticesCount += 2; 1841 } 1842 Vertex::set(vertices++, p1.x, p1.y); 1843 Vertex::set(vertices++, p2.x, p2.y); 1844 Vertex::set(vertices++, p4.x, p4.y); 1845 Vertex::set(vertices++, p3.x, p3.y); 1846 prevVertex = vertices - 1; 1847 generatedVerticesCount += 4; 1848 } else { 1849 if (!isHairLine && scaled) { 1850 // Must set width proportions per-segment for scaled non-hairlines to use the 1851 // correct AA boundary dimensions 1852 if (boundaryWidthSlot < 0) { 1853 boundaryWidthSlot = 1854 mCaches.currentProgram->getUniform("boundaryWidth"); 1855 inverseBoundaryWidthSlot = 1856 mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1857 } 1858 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1859 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1860 } 1861 if (boundaryLengthSlot < 0) { 1862 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1863 inverseBoundaryLengthSlot = 1864 mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1865 } 1866 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 1867 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion)); 1868 1869 if (prevAAVertex != NULL) { 1870 // Issue two repeat vertices to create degenerate triangles to bridge 1871 // between the previous line and the new one. This is necessary because 1872 // we are creating a single triangle_strip which will contain 1873 // potentially discontinuous line segments. 1874 AAVertex::set(aaVertices++,prevAAVertex->position[0], 1875 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 1876 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1877 generatedVerticesCount += 2; 1878 } 1879 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1880 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 1881 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 1882 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 1883 prevAAVertex = aaVertices - 1; 1884 generatedVerticesCount += 4; 1885 } 1886 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 1887 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 1888 *mSnapshot->transform); 1889 } 1890 } 1891 if (generatedVerticesCount > 0) { 1892 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 1893 } 1894} 1895 1896void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 1897 if (mSnapshot->isIgnored()) return; 1898 1899 // TODO: The paint's cap style defines whether the points are square or circular 1900 // TODO: Handle AA for round points 1901 1902 // A stroke width of 0 has a special meaning in Skia: 1903 // it draws an unscaled 1px point 1904 float strokeWidth = paint->getStrokeWidth(); 1905 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1906 if (isHairLine) { 1907 // Now that we know it's hairline, we can set the effective width, to be used later 1908 strokeWidth = 1.0f; 1909 } 1910 const float halfWidth = strokeWidth / 2; 1911 int alpha; 1912 SkXfermode::Mode mode; 1913 getAlphaAndMode(paint, &alpha, &mode); 1914 1915 int verticesCount = count >> 1; 1916 int generatedVerticesCount = 0; 1917 1918 TextureVertex pointsData[verticesCount]; 1919 TextureVertex* vertex = &pointsData[0]; 1920 1921 setupDraw(); 1922 setupDrawPoint(strokeWidth); 1923 setupDrawColor(paint->getColor(), alpha); 1924 setupDrawColorFilter(); 1925 setupDrawShader(); 1926 setupDrawBlending(mode); 1927 setupDrawProgram(); 1928 setupDrawModelViewIdentity(true); 1929 setupDrawColorUniforms(); 1930 setupDrawColorFilterUniforms(); 1931 setupDrawPointUniforms(); 1932 setupDrawShaderIdentityUniforms(); 1933 setupDrawMesh(vertex); 1934 1935 for (int i = 0; i < count; i += 2) { 1936 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1937 generatedVerticesCount++; 1938 float left = points[i] - halfWidth; 1939 float right = points[i] + halfWidth; 1940 float top = points[i + 1] - halfWidth; 1941 float bottom = points [i + 1] + halfWidth; 1942 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1943 } 1944 1945 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 1946} 1947 1948void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1949 // No need to check against the clip, we fill the clip region 1950 if (mSnapshot->isIgnored()) return; 1951 1952 Rect& clip(*mSnapshot->clipRect); 1953 clip.snapToPixelBoundaries(); 1954 1955 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1956} 1957 1958void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 1959 if (!texture) return; 1960 const AutoTexture autoCleanup(texture); 1961 1962 const float x = left + texture->left - texture->offset; 1963 const float y = top + texture->top - texture->offset; 1964 1965 drawPathTexture(texture, x, y, paint); 1966} 1967 1968void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 1969 float rx, float ry, SkPaint* paint) { 1970 if (mSnapshot->isIgnored()) return; 1971 1972 glActiveTexture(gTextureUnits[0]); 1973 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 1974 right - left, bottom - top, rx, ry, paint); 1975 drawShape(left, top, texture, paint); 1976} 1977 1978void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 1979 if (mSnapshot->isIgnored()) return; 1980 1981 glActiveTexture(gTextureUnits[0]); 1982 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 1983 drawShape(x - radius, y - radius, texture, paint); 1984} 1985 1986void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 1987 if (mSnapshot->isIgnored()) return; 1988 1989 glActiveTexture(gTextureUnits[0]); 1990 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 1991 drawShape(left, top, texture, paint); 1992} 1993 1994void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 1995 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 1996 if (mSnapshot->isIgnored()) return; 1997 1998 if (fabs(sweepAngle) >= 360.0f) { 1999 drawOval(left, top, right, bottom, paint); 2000 return; 2001 } 2002 2003 glActiveTexture(gTextureUnits[0]); 2004 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2005 startAngle, sweepAngle, useCenter, paint); 2006 drawShape(left, top, texture, paint); 2007} 2008 2009void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 2010 SkPaint* paint) { 2011 if (mSnapshot->isIgnored()) return; 2012 2013 glActiveTexture(gTextureUnits[0]); 2014 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 2015 drawShape(left, top, texture, paint); 2016} 2017 2018void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2019 if (p->getStyle() != SkPaint::kFill_Style) { 2020 drawRectAsShape(left, top, right, bottom, p); 2021 return; 2022 } 2023 2024 if (quickReject(left, top, right, bottom)) { 2025 return; 2026 } 2027 2028 SkXfermode::Mode mode; 2029 if (!mCaches.extensions.hasFramebufferFetch()) { 2030 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 2031 if (!isMode) { 2032 // Assume SRC_OVER 2033 mode = SkXfermode::kSrcOver_Mode; 2034 } 2035 } else { 2036 mode = getXfermode(p->getXfermode()); 2037 } 2038 2039 int color = p->getColor(); 2040 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2041 drawAARect(left, top, right, bottom, color, mode); 2042 } else { 2043 drawColorRect(left, top, right, bottom, color, mode); 2044 } 2045} 2046 2047void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2048 float x, float y, SkPaint* paint) { 2049 if (text == NULL || count == 0) { 2050 return; 2051 } 2052 if (mSnapshot->isIgnored()) return; 2053 2054 // TODO: We should probably make a copy of the paint instead of modifying 2055 // it; modifying the paint will change its generationID the first 2056 // time, which might impact caches. More investigation needed to 2057 // see if it matters. 2058 // If we make a copy, then drawTextDecorations() should *not* make 2059 // its own copy as it does right now. 2060 paint->setAntiAlias(true); 2061#if RENDER_TEXT_AS_GLYPHS 2062 paint->setTextEncoding(SkPaint::kGlyphID_TextEncoding); 2063#endif 2064 2065 float length = -1.0f; 2066 switch (paint->getTextAlign()) { 2067 case SkPaint::kCenter_Align: 2068 length = paint->measureText(text, bytesCount); 2069 x -= length / 2.0f; 2070 break; 2071 case SkPaint::kRight_Align: 2072 length = paint->measureText(text, bytesCount); 2073 x -= length; 2074 break; 2075 default: 2076 break; 2077 } 2078 2079 const float oldX = x; 2080 const float oldY = y; 2081 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2082 if (pureTranslate) { 2083 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2084 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2085 } 2086 2087 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2088 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2089 paint->getTextSize()); 2090 2091 int alpha; 2092 SkXfermode::Mode mode; 2093 getAlphaAndMode(paint, &alpha, &mode); 2094 2095 if (mHasShadow) { 2096 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2097 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2098 paint, text, bytesCount, count, mShadowRadius); 2099 const AutoTexture autoCleanup(shadow); 2100 2101 const float sx = oldX - shadow->left + mShadowDx; 2102 const float sy = oldY - shadow->top + mShadowDy; 2103 2104 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 2105 int shadowColor = mShadowColor; 2106 if (mShader) { 2107 shadowColor = 0xffffffff; 2108 } 2109 2110 glActiveTexture(gTextureUnits[0]); 2111 setupDraw(); 2112 setupDrawWithTexture(true); 2113 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2114 setupDrawColorFilter(); 2115 setupDrawShader(); 2116 setupDrawBlending(true, mode); 2117 setupDrawProgram(); 2118 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2119 setupDrawTexture(shadow->id); 2120 setupDrawPureColorUniforms(); 2121 setupDrawColorFilterUniforms(); 2122 setupDrawShaderUniforms(); 2123 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2124 2125 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2126 2127 finishDrawTexture(); 2128 } 2129 2130 if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) { 2131 return; 2132 } 2133 2134 // Pick the appropriate texture filtering 2135 bool linearFilter = mSnapshot->transform->changesBounds(); 2136 if (pureTranslate && !linearFilter) { 2137 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2138 } 2139 2140 glActiveTexture(gTextureUnits[0]); 2141 setupDraw(); 2142 setupDrawDirtyRegionsDisabled(); 2143 setupDrawWithTexture(true); 2144 setupDrawAlpha8Color(paint->getColor(), alpha); 2145 setupDrawColorFilter(); 2146 setupDrawShader(); 2147 setupDrawBlending(true, mode); 2148 setupDrawProgram(); 2149 setupDrawModelView(x, y, x, y, pureTranslate, true); 2150 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2151 setupDrawPureColorUniforms(); 2152 setupDrawColorFilterUniforms(); 2153 setupDrawShaderUniforms(pureTranslate); 2154 2155 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2156 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2157 2158#if RENDER_LAYERS_AS_REGIONS 2159 bool hasActiveLayer = hasLayer(); 2160#else 2161 bool hasActiveLayer = false; 2162#endif 2163 mCaches.unbindMeshBuffer(); 2164 2165 // Tell font renderer the locations of position and texture coord 2166 // attributes so it can bind its data properly 2167 int positionSlot = mCaches.currentProgram->position; 2168 fontRenderer.setAttributeBindingSlots(positionSlot, mTexCoordsSlot); 2169 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 2170 hasActiveLayer ? &bounds : NULL)) { 2171#if RENDER_LAYERS_AS_REGIONS 2172 if (hasActiveLayer) { 2173 if (!pureTranslate) { 2174 mSnapshot->transform->mapRect(bounds); 2175 } 2176 dirtyLayerUnchecked(bounds, getRegion()); 2177 } 2178#endif 2179 } 2180 2181 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 2182 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 2183 2184 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2185} 2186 2187void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2188 if (mSnapshot->isIgnored()) return; 2189 2190 glActiveTexture(gTextureUnits[0]); 2191 2192 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2193 if (!texture) return; 2194 const AutoTexture autoCleanup(texture); 2195 2196 const float x = texture->left - texture->offset; 2197 const float y = texture->top - texture->offset; 2198 2199 drawPathTexture(texture, x, y, paint); 2200} 2201 2202void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2203 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 2204 return; 2205 } 2206 2207 glActiveTexture(gTextureUnits[0]); 2208 2209 int alpha; 2210 SkXfermode::Mode mode; 2211 getAlphaAndMode(paint, &alpha, &mode); 2212 2213 layer->setAlpha(alpha, mode); 2214 2215#if RENDER_LAYERS_AS_REGIONS 2216 if (!layer->region.isEmpty()) { 2217 if (layer->region.isRect()) { 2218 composeLayerRect(layer, layer->regionRect); 2219 } else if (layer->mesh) { 2220 const float a = alpha / 255.0f; 2221 const Rect& rect = layer->layer; 2222 2223 setupDraw(); 2224 setupDrawWithTexture(); 2225 setupDrawColor(a, a, a, a); 2226 setupDrawColorFilter(); 2227 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2228 setupDrawProgram(); 2229 setupDrawPureColorUniforms(); 2230 setupDrawColorFilterUniforms(); 2231 setupDrawTexture(layer->getTexture()); 2232 if (mSnapshot->transform->isPureTranslate()) { 2233 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2234 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2235 2236 layer->setFilter(GL_NEAREST, GL_NEAREST); 2237 setupDrawModelViewTranslate(x, y, 2238 x + layer->layer.getWidth(), y + layer->layer.getHeight(), true); 2239 } else { 2240 layer->setFilter(GL_LINEAR, GL_LINEAR); 2241 setupDrawModelViewTranslate(x, y, 2242 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2243 } 2244 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2245 2246 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2247 GL_UNSIGNED_SHORT, layer->meshIndices); 2248 2249 finishDrawTexture(); 2250 2251#if DEBUG_LAYERS_AS_REGIONS 2252 drawRegionRects(layer->region); 2253#endif 2254 } 2255 } 2256#else 2257 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2258 composeLayerRect(layer, r); 2259#endif 2260} 2261 2262/////////////////////////////////////////////////////////////////////////////// 2263// Shaders 2264/////////////////////////////////////////////////////////////////////////////// 2265 2266void OpenGLRenderer::resetShader() { 2267 mShader = NULL; 2268} 2269 2270void OpenGLRenderer::setupShader(SkiaShader* shader) { 2271 mShader = shader; 2272 if (mShader) { 2273 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2274 } 2275} 2276 2277/////////////////////////////////////////////////////////////////////////////// 2278// Color filters 2279/////////////////////////////////////////////////////////////////////////////// 2280 2281void OpenGLRenderer::resetColorFilter() { 2282 mColorFilter = NULL; 2283} 2284 2285void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2286 mColorFilter = filter; 2287} 2288 2289/////////////////////////////////////////////////////////////////////////////// 2290// Drop shadow 2291/////////////////////////////////////////////////////////////////////////////// 2292 2293void OpenGLRenderer::resetShadow() { 2294 mHasShadow = false; 2295} 2296 2297void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2298 mHasShadow = true; 2299 mShadowRadius = radius; 2300 mShadowDx = dx; 2301 mShadowDy = dy; 2302 mShadowColor = color; 2303} 2304 2305/////////////////////////////////////////////////////////////////////////////// 2306// Drawing implementation 2307/////////////////////////////////////////////////////////////////////////////// 2308 2309void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2310 float x, float y, SkPaint* paint) { 2311 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2312 return; 2313 } 2314 2315 int alpha; 2316 SkXfermode::Mode mode; 2317 getAlphaAndMode(paint, &alpha, &mode); 2318 2319 setupDraw(); 2320 setupDrawWithTexture(true); 2321 setupDrawAlpha8Color(paint->getColor(), alpha); 2322 setupDrawColorFilter(); 2323 setupDrawShader(); 2324 setupDrawBlending(true, mode); 2325 setupDrawProgram(); 2326 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2327 setupDrawTexture(texture->id); 2328 setupDrawPureColorUniforms(); 2329 setupDrawColorFilterUniforms(); 2330 setupDrawShaderUniforms(); 2331 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2332 2333 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2334 2335 finishDrawTexture(); 2336} 2337 2338// Same values used by Skia 2339#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2340#define kStdUnderline_Offset (1.0f / 9.0f) 2341#define kStdUnderline_Thickness (1.0f / 18.0f) 2342 2343void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2344 float x, float y, SkPaint* paint) { 2345 // Handle underline and strike-through 2346 uint32_t flags = paint->getFlags(); 2347 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2348 SkPaint paintCopy(*paint); 2349 float underlineWidth = length; 2350 // If length is > 0.0f, we already measured the text for the text alignment 2351 if (length <= 0.0f) { 2352 underlineWidth = paintCopy.measureText(text, bytesCount); 2353 } 2354 2355 float offsetX = 0; 2356 switch (paintCopy.getTextAlign()) { 2357 case SkPaint::kCenter_Align: 2358 offsetX = underlineWidth * 0.5f; 2359 break; 2360 case SkPaint::kRight_Align: 2361 offsetX = underlineWidth; 2362 break; 2363 default: 2364 break; 2365 } 2366 2367 if (underlineWidth > 0.0f) { 2368 const float textSize = paintCopy.getTextSize(); 2369 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2370 2371 const float left = x - offsetX; 2372 float top = 0.0f; 2373 2374 int linesCount = 0; 2375 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2376 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2377 2378 const int pointsCount = 4 * linesCount; 2379 float points[pointsCount]; 2380 int currentPoint = 0; 2381 2382 if (flags & SkPaint::kUnderlineText_Flag) { 2383 top = y + textSize * kStdUnderline_Offset; 2384 points[currentPoint++] = left; 2385 points[currentPoint++] = top; 2386 points[currentPoint++] = left + underlineWidth; 2387 points[currentPoint++] = top; 2388 } 2389 2390 if (flags & SkPaint::kStrikeThruText_Flag) { 2391 top = y + textSize * kStdStrikeThru_Offset; 2392 points[currentPoint++] = left; 2393 points[currentPoint++] = top; 2394 points[currentPoint++] = left + underlineWidth; 2395 points[currentPoint++] = top; 2396 } 2397 2398 paintCopy.setStrokeWidth(strokeWidth); 2399 2400 drawLines(&points[0], pointsCount, &paintCopy); 2401 } 2402 } 2403} 2404 2405void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2406 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2407 // If a shader is set, preserve only the alpha 2408 if (mShader) { 2409 color |= 0x00ffffff; 2410 } 2411 2412 setupDraw(); 2413 setupDrawColor(color); 2414 setupDrawShader(); 2415 setupDrawColorFilter(); 2416 setupDrawBlending(mode); 2417 setupDrawProgram(); 2418 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2419 setupDrawColorUniforms(); 2420 setupDrawShaderUniforms(ignoreTransform); 2421 setupDrawColorFilterUniforms(); 2422 setupDrawSimpleMesh(); 2423 2424 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2425} 2426 2427void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2428 Texture* texture, SkPaint* paint) { 2429 int alpha; 2430 SkXfermode::Mode mode; 2431 getAlphaAndMode(paint, &alpha, &mode); 2432 2433 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true); 2434 2435 if (mSnapshot->transform->isPureTranslate()) { 2436 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2437 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2438 2439 texture->setFilter(GL_NEAREST, GL_NEAREST, true); 2440 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2441 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2442 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2443 } else { 2444 texture->setFilter(GL_LINEAR, GL_LINEAR, true); 2445 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2446 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2447 GL_TRIANGLE_STRIP, gMeshCount); 2448 } 2449} 2450 2451void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2452 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2453 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2454 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2455} 2456 2457void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2458 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2459 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2460 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2461 2462 setupDraw(); 2463 setupDrawWithTexture(); 2464 setupDrawColor(alpha, alpha, alpha, alpha); 2465 setupDrawColorFilter(); 2466 setupDrawBlending(blend, mode, swapSrcDst); 2467 setupDrawProgram(); 2468 if (!dirty) { 2469 setupDrawDirtyRegionsDisabled(); 2470 } 2471 if (!ignoreScale) { 2472 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2473 } else { 2474 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2475 } 2476 setupDrawPureColorUniforms(); 2477 setupDrawColorFilterUniforms(); 2478 setupDrawTexture(texture); 2479 setupDrawMesh(vertices, texCoords, vbo); 2480 2481 glDrawArrays(drawMode, 0, elementsCount); 2482 2483 finishDrawTexture(); 2484} 2485 2486void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2487 ProgramDescription& description, bool swapSrcDst) { 2488 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2489 if (blend) { 2490 if (mode < SkXfermode::kPlus_Mode) { 2491 if (!mCaches.blend) { 2492 glEnable(GL_BLEND); 2493 } 2494 2495 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2496 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2497 2498 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2499 glBlendFunc(sourceMode, destMode); 2500 mCaches.lastSrcMode = sourceMode; 2501 mCaches.lastDstMode = destMode; 2502 } 2503 } else { 2504 // These blend modes are not supported by OpenGL directly and have 2505 // to be implemented using shaders. Since the shader will perform 2506 // the blending, turn blending off here 2507 if (mCaches.extensions.hasFramebufferFetch()) { 2508 description.framebufferMode = mode; 2509 description.swapSrcDst = swapSrcDst; 2510 } 2511 2512 if (mCaches.blend) { 2513 glDisable(GL_BLEND); 2514 } 2515 blend = false; 2516 } 2517 } else if (mCaches.blend) { 2518 glDisable(GL_BLEND); 2519 } 2520 mCaches.blend = blend; 2521} 2522 2523bool OpenGLRenderer::useProgram(Program* program) { 2524 if (!program->isInUse()) { 2525 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2526 program->use(); 2527 mCaches.currentProgram = program; 2528 return false; 2529 } 2530 return true; 2531} 2532 2533void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2534 TextureVertex* v = &mMeshVertices[0]; 2535 TextureVertex::setUV(v++, u1, v1); 2536 TextureVertex::setUV(v++, u2, v1); 2537 TextureVertex::setUV(v++, u1, v2); 2538 TextureVertex::setUV(v++, u2, v2); 2539} 2540 2541void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2542 if (paint) { 2543 if (!mCaches.extensions.hasFramebufferFetch()) { 2544 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 2545 if (!isMode) { 2546 // Assume SRC_OVER 2547 *mode = SkXfermode::kSrcOver_Mode; 2548 } 2549 } else { 2550 *mode = getXfermode(paint->getXfermode()); 2551 } 2552 2553 // Skia draws using the color's alpha channel if < 255 2554 // Otherwise, it uses the paint's alpha 2555 int color = paint->getColor(); 2556 *alpha = (color >> 24) & 0xFF; 2557 if (*alpha == 255) { 2558 *alpha = paint->getAlpha(); 2559 } 2560 } else { 2561 *mode = SkXfermode::kSrcOver_Mode; 2562 *alpha = 255; 2563 } 2564} 2565 2566SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 2567 SkXfermode::Mode resultMode; 2568 if (!SkXfermode::AsMode(mode, &resultMode)) { 2569 resultMode = SkXfermode::kSrcOver_Mode; 2570 } 2571 return resultMode; 2572} 2573 2574}; // namespace uirenderer 2575}; // namespace android 2576