OpenGLRenderer.cpp revision 74cf7e6a25c6d7b331c231b7bc2512044f9d2950
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkColor.h> 25#include <SkShader.h> 26#include <SkTypeface.h> 27 28#include <utils/Log.h> 29#include <utils/StopWatch.h> 30 31#include <private/hwui/DrawGlInfo.h> 32 33#include <ui/Rect.h> 34 35#include "OpenGLRenderer.h" 36#include "DeferredDisplayList.h" 37#include "DisplayListRenderer.h" 38#include "Fence.h" 39#include "RenderState.h" 40#include "PathTessellator.h" 41#include "Properties.h" 42#include "ShadowTessellator.h" 43#include "SkiaShader.h" 44#include "utils/GLUtils.h" 45#include "Vector.h" 46#include "VertexBuffer.h" 47 48#if DEBUG_DETAILED_EVENTS 49 #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__) 50#else 51 #define EVENT_LOGD(...) 52#endif 53 54namespace android { 55namespace uirenderer { 56 57/////////////////////////////////////////////////////////////////////////////// 58// Defines 59/////////////////////////////////////////////////////////////////////////////// 60 61static GLenum getFilter(const SkPaint* paint) { 62 if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) { 63 return GL_LINEAR; 64 } 65 return GL_NEAREST; 66} 67 68/////////////////////////////////////////////////////////////////////////////// 69// Globals 70/////////////////////////////////////////////////////////////////////////////// 71 72/** 73 * Structure mapping Skia xfermodes to OpenGL blending factors. 74 */ 75struct Blender { 76 SkXfermode::Mode mode; 77 GLenum src; 78 GLenum dst; 79}; // struct Blender 80 81// In this array, the index of each Blender equals the value of the first 82// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 83static const Blender gBlends[] = { 84 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 85 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 86 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 87 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 88 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 89 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 90 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 91 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 92 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 93 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 94 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 95 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 96 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 97 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 98 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 99}; 100 101// This array contains the swapped version of each SkXfermode. For instance 102// this array's SrcOver blending mode is actually DstOver. You can refer to 103// createLayer() for more information on the purpose of this array. 104static const Blender gBlendsSwap[] = { 105 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 106 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 107 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 108 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 109 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 110 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 111 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 112 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 113 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 114 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 115 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 116 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 117 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 118 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 119 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 120}; 121 122/////////////////////////////////////////////////////////////////////////////// 123// Functions 124/////////////////////////////////////////////////////////////////////////////// 125 126template<typename T> 127static inline T min(T a, T b) { 128 return a < b ? a : b; 129} 130 131/////////////////////////////////////////////////////////////////////////////// 132// Constructors/destructor 133/////////////////////////////////////////////////////////////////////////////// 134 135OpenGLRenderer::OpenGLRenderer(RenderState& renderState) 136 : mFrameStarted(false) 137 , mCaches(Caches::getInstance()) 138 , mExtensions(Extensions::getInstance()) 139 , mRenderState(renderState) 140 , mScissorOptimizationDisabled(false) 141 , mCountOverdraw(false) 142 , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN}) 143 , mLightRadius(FLT_MIN) 144 , mAmbientShadowAlpha(0) 145 , mSpotShadowAlpha(0) { 146 // *set* draw modifiers to be 0 147 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 148 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 149 150 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 151} 152 153OpenGLRenderer::~OpenGLRenderer() { 154 // The context has already been destroyed at this point, do not call 155 // GL APIs. All GL state should be kept in Caches.h 156} 157 158void OpenGLRenderer::initProperties() { 159 char property[PROPERTY_VALUE_MAX]; 160 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 161 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 162 INIT_LOGD(" Scissor optimization %s", 163 mScissorOptimizationDisabled ? "disabled" : "enabled"); 164 } else { 165 INIT_LOGD(" Scissor optimization enabled"); 166 } 167} 168 169void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius, 170 uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) { 171 mLightCenter = lightCenter; 172 mLightRadius = lightRadius; 173 mAmbientShadowAlpha = ambientShadowAlpha; 174 mSpotShadowAlpha = spotShadowAlpha; 175} 176 177/////////////////////////////////////////////////////////////////////////////// 178// Setup 179/////////////////////////////////////////////////////////////////////////////// 180 181void OpenGLRenderer::onViewportInitialized() { 182 glDisable(GL_DITHER); 183 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 184 185 glEnableVertexAttribArray(Program::kBindingPosition); 186} 187 188void OpenGLRenderer::setupFrameState(float left, float top, 189 float right, float bottom, bool opaque) { 190 mCaches.clearGarbage(); 191 192 initializeSaveStack(left, top, right, bottom); 193 mOpaque = opaque; 194 mTilingClip.set(left, top, right, bottom); 195} 196 197status_t OpenGLRenderer::startFrame() { 198 if (mFrameStarted) return DrawGlInfo::kStatusDone; 199 mFrameStarted = true; 200 201 mDirtyClip = true; 202 203 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 204 205 mRenderState.setViewport(getWidth(), getHeight()); 206 207 // Functors break the tiling extension in pretty spectacular ways 208 // This ensures we don't use tiling when a functor is going to be 209 // invoked during the frame 210 mSuppressTiling = mCaches.hasRegisteredFunctors(); 211 212 startTilingCurrentClip(true); 213 214 debugOverdraw(true, true); 215 216 return clear(mTilingClip.left, mTilingClip.top, 217 mTilingClip.right, mTilingClip.bottom, mOpaque); 218} 219 220status_t OpenGLRenderer::prepareDirty(float left, float top, 221 float right, float bottom, bool opaque) { 222 223 setupFrameState(left, top, right, bottom, opaque); 224 225 // Layer renderers will start the frame immediately 226 // The framebuffer renderer will first defer the display list 227 // for each layer and wait until the first drawing command 228 // to start the frame 229 if (currentSnapshot()->fbo == 0) { 230 syncState(); 231 updateLayers(); 232 } else { 233 return startFrame(); 234 } 235 236 return DrawGlInfo::kStatusDone; 237} 238 239void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 240 // If we know that we are going to redraw the entire framebuffer, 241 // perform a discard to let the driver know we don't need to preserve 242 // the back buffer for this frame. 243 if (mExtensions.hasDiscardFramebuffer() && 244 left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) { 245 const bool isFbo = getTargetFbo() == 0; 246 const GLenum attachments[] = { 247 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 248 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 249 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 250 } 251} 252 253status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 254 if (!opaque || mCountOverdraw) { 255 mCaches.enableScissor(); 256 mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top); 257 glClear(GL_COLOR_BUFFER_BIT); 258 return DrawGlInfo::kStatusDrew; 259 } 260 261 mCaches.resetScissor(); 262 return DrawGlInfo::kStatusDone; 263} 264 265void OpenGLRenderer::syncState() { 266 if (mCaches.blend) { 267 glEnable(GL_BLEND); 268 } else { 269 glDisable(GL_BLEND); 270 } 271} 272 273void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) { 274 if (!mSuppressTiling) { 275 const Snapshot* snapshot = currentSnapshot(); 276 277 const Rect* clip = &mTilingClip; 278 if (snapshot->flags & Snapshot::kFlagFboTarget) { 279 clip = &(snapshot->layer->clipRect); 280 } 281 282 startTiling(*clip, getViewportHeight(), opaque, expand); 283 } 284} 285 286void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) { 287 if (!mSuppressTiling) { 288 if(expand) { 289 // Expand the startTiling region by 1 290 int leftNotZero = (clip.left > 0) ? 1 : 0; 291 int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0; 292 293 mCaches.startTiling( 294 clip.left - leftNotZero, 295 windowHeight - clip.bottom - topNotZero, 296 clip.right - clip.left + leftNotZero + 1, 297 clip.bottom - clip.top + topNotZero + 1, 298 opaque); 299 } else { 300 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 301 clip.right - clip.left, clip.bottom - clip.top, opaque); 302 } 303 } 304} 305 306void OpenGLRenderer::endTiling() { 307 if (!mSuppressTiling) mCaches.endTiling(); 308} 309 310void OpenGLRenderer::finish() { 311 renderOverdraw(); 312 endTiling(); 313 314 // When finish() is invoked on FBO 0 we've reached the end 315 // of the current frame 316 if (getTargetFbo() == 0) { 317 mCaches.pathCache.trim(); 318 mCaches.tessellationCache.trim(); 319 } 320 321 if (!suppressErrorChecks()) { 322#if DEBUG_OPENGL 323 GLUtils::dumpGLErrors(); 324#endif 325 326#if DEBUG_MEMORY_USAGE 327 mCaches.dumpMemoryUsage(); 328#else 329 if (mCaches.getDebugLevel() & kDebugMemory) { 330 mCaches.dumpMemoryUsage(); 331 } 332#endif 333 } 334 335 if (mCountOverdraw) { 336 countOverdraw(); 337 } 338 339 mFrameStarted = false; 340} 341 342void OpenGLRenderer::resumeAfterLayer() { 343 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 344 mRenderState.bindFramebuffer(currentSnapshot()->fbo); 345 debugOverdraw(true, false); 346 347 mCaches.resetScissor(); 348 dirtyClip(); 349} 350 351status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 352 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 353 354 Rect clip(*currentClipRect()); 355 clip.snapToPixelBoundaries(); 356 357 // Since we don't know what the functor will draw, let's dirty 358 // the entire clip region 359 if (hasLayer()) { 360 dirtyLayerUnchecked(clip, getRegion()); 361 } 362 363 DrawGlInfo info; 364 info.clipLeft = clip.left; 365 info.clipTop = clip.top; 366 info.clipRight = clip.right; 367 info.clipBottom = clip.bottom; 368 info.isLayer = hasLayer(); 369 info.width = getViewportWidth(); 370 info.height = getViewportHeight(); 371 currentTransform()->copyTo(&info.transform[0]); 372 373 bool prevDirtyClip = mDirtyClip; 374 // setup GL state for functor 375 if (mDirtyClip) { 376 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 377 } 378 if (mCaches.enableScissor() || prevDirtyClip) { 379 setScissorFromClip(); 380 } 381 382 mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info); 383 // Scissor may have been modified, reset dirty clip 384 dirtyClip(); 385 386 return DrawGlInfo::kStatusDrew; 387} 388 389/////////////////////////////////////////////////////////////////////////////// 390// Debug 391/////////////////////////////////////////////////////////////////////////////// 392 393void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const { 394#if DEBUG_DETAILED_EVENTS 395 const int BUFFER_SIZE = 256; 396 va_list ap; 397 char buf[BUFFER_SIZE]; 398 399 va_start(ap, fmt); 400 vsnprintf(buf, BUFFER_SIZE, fmt, ap); 401 va_end(ap); 402 403 eventMark(buf); 404#endif 405} 406 407 408void OpenGLRenderer::eventMark(const char* name) const { 409 mCaches.eventMark(0, name); 410} 411 412void OpenGLRenderer::startMark(const char* name) const { 413 mCaches.startMark(0, name); 414} 415 416void OpenGLRenderer::endMark() const { 417 mCaches.endMark(); 418} 419 420void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 421 mRenderState.debugOverdraw(enable, clear); 422} 423 424void OpenGLRenderer::renderOverdraw() { 425 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 426 const Rect* clip = &mTilingClip; 427 428 mCaches.enableScissor(); 429 mCaches.setScissor(clip->left, firstSnapshot()->getViewportHeight() - clip->bottom, 430 clip->right - clip->left, clip->bottom - clip->top); 431 432 // 1x overdraw 433 mCaches.stencil.enableDebugTest(2); 434 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 435 436 // 2x overdraw 437 mCaches.stencil.enableDebugTest(3); 438 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 439 440 // 3x overdraw 441 mCaches.stencil.enableDebugTest(4); 442 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 443 444 // 4x overdraw and higher 445 mCaches.stencil.enableDebugTest(4, true); 446 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 447 448 mCaches.stencil.disable(); 449 } 450} 451 452void OpenGLRenderer::countOverdraw() { 453 size_t count = getWidth() * getHeight(); 454 uint32_t* buffer = new uint32_t[count]; 455 glReadPixels(0, 0, getWidth(), getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]); 456 457 size_t total = 0; 458 for (size_t i = 0; i < count; i++) { 459 total += buffer[i] & 0xff; 460 } 461 462 mOverdraw = total / float(count); 463 464 delete[] buffer; 465} 466 467/////////////////////////////////////////////////////////////////////////////// 468// Layers 469/////////////////////////////////////////////////////////////////////////////// 470 471bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 472 if (layer->deferredUpdateScheduled && layer->renderer 473 && layer->renderNode.get() && layer->renderNode->isRenderable()) { 474 ATRACE_CALL(); 475 476 Rect& dirty = layer->dirtyRect; 477 478 if (inFrame) { 479 endTiling(); 480 debugOverdraw(false, false); 481 } 482 483 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 484 layer->render(); 485 } else { 486 layer->defer(); 487 } 488 489 if (inFrame) { 490 resumeAfterLayer(); 491 startTilingCurrentClip(); 492 } 493 494 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 495 layer->hasDrawnSinceUpdate = false; 496 497 return true; 498 } 499 500 return false; 501} 502 503void OpenGLRenderer::updateLayers() { 504 // If draw deferring is enabled this method will simply defer 505 // the display list of each individual layer. The layers remain 506 // in the layer updates list which will be cleared by flushLayers(). 507 int count = mLayerUpdates.size(); 508 if (count > 0) { 509 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 510 startMark("Layer Updates"); 511 } else { 512 startMark("Defer Layer Updates"); 513 } 514 515 // Note: it is very important to update the layers in order 516 for (int i = 0; i < count; i++) { 517 Layer* layer = mLayerUpdates.itemAt(i); 518 updateLayer(layer, false); 519 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 520 mCaches.resourceCache.decrementRefcount(layer); 521 } 522 } 523 524 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 525 mLayerUpdates.clear(); 526 mRenderState.bindFramebuffer(getTargetFbo()); 527 } 528 endMark(); 529 } 530} 531 532void OpenGLRenderer::flushLayers() { 533 int count = mLayerUpdates.size(); 534 if (count > 0) { 535 startMark("Apply Layer Updates"); 536 char layerName[12]; 537 538 // Note: it is very important to update the layers in order 539 for (int i = 0; i < count; i++) { 540 sprintf(layerName, "Layer #%d", i); 541 startMark(layerName); 542 543 ATRACE_BEGIN("flushLayer"); 544 Layer* layer = mLayerUpdates.itemAt(i); 545 layer->flush(); 546 ATRACE_END(); 547 548 mCaches.resourceCache.decrementRefcount(layer); 549 550 endMark(); 551 } 552 553 mLayerUpdates.clear(); 554 mRenderState.bindFramebuffer(getTargetFbo()); 555 556 endMark(); 557 } 558} 559 560void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 561 if (layer) { 562 // Make sure we don't introduce duplicates. 563 // SortedVector would do this automatically but we need to respect 564 // the insertion order. The linear search is not an issue since 565 // this list is usually very short (typically one item, at most a few) 566 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 567 if (mLayerUpdates.itemAt(i) == layer) { 568 return; 569 } 570 } 571 mLayerUpdates.push_back(layer); 572 mCaches.resourceCache.incrementRefcount(layer); 573 } 574} 575 576void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 577 if (layer) { 578 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 579 if (mLayerUpdates.itemAt(i) == layer) { 580 mLayerUpdates.removeAt(i); 581 mCaches.resourceCache.decrementRefcount(layer); 582 break; 583 } 584 } 585 } 586} 587 588void OpenGLRenderer::clearLayerUpdates() { 589 size_t count = mLayerUpdates.size(); 590 if (count > 0) { 591 mCaches.resourceCache.lock(); 592 for (size_t i = 0; i < count; i++) { 593 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 594 } 595 mCaches.resourceCache.unlock(); 596 mLayerUpdates.clear(); 597 } 598} 599 600void OpenGLRenderer::flushLayerUpdates() { 601 syncState(); 602 updateLayers(); 603 flushLayers(); 604 // Wait for all the layer updates to be executed 605 AutoFence fence; 606} 607 608/////////////////////////////////////////////////////////////////////////////// 609// State management 610/////////////////////////////////////////////////////////////////////////////// 611 612void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 613 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer; 614 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 615 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 616 617 if (restoreViewport) { 618 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 619 } 620 621 if (restoreClip) { 622 dirtyClip(); 623 } 624 625 if (restoreLayer) { 626 endMark(); // Savelayer 627 startMark("ComposeLayer"); 628 composeLayer(removed, restored); 629 endMark(); 630 } 631} 632 633/////////////////////////////////////////////////////////////////////////////// 634// Layers 635/////////////////////////////////////////////////////////////////////////////// 636 637int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 638 const SkPaint* paint, int flags, const SkPath* convexMask) { 639 const int count = saveSnapshot(flags); 640 641 if (!currentSnapshot()->isIgnored()) { 642 createLayer(left, top, right, bottom, paint, flags, convexMask); 643 } 644 645 return count; 646} 647 648void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 649 const Rect untransformedBounds(bounds); 650 651 currentTransform()->mapRect(bounds); 652 653 // Layers only make sense if they are in the framebuffer's bounds 654 if (bounds.intersect(*currentClipRect())) { 655 // We cannot work with sub-pixels in this case 656 bounds.snapToPixelBoundaries(); 657 658 // When the layer is not an FBO, we may use glCopyTexImage so we 659 // need to make sure the layer does not extend outside the bounds 660 // of the framebuffer 661 const Snapshot& previous = *(currentSnapshot()->previous); 662 Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight()); 663 if (!bounds.intersect(previousViewport)) { 664 bounds.setEmpty(); 665 } else if (fboLayer) { 666 clip.set(bounds); 667 mat4 inverse; 668 inverse.loadInverse(*currentTransform()); 669 inverse.mapRect(clip); 670 clip.snapToPixelBoundaries(); 671 if (clip.intersect(untransformedBounds)) { 672 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 673 bounds.set(untransformedBounds); 674 } else { 675 clip.setEmpty(); 676 } 677 } 678 } else { 679 bounds.setEmpty(); 680 } 681} 682 683void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 684 bool fboLayer, int alpha) { 685 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 686 bounds.getHeight() > mCaches.maxTextureSize || 687 (fboLayer && clip.isEmpty())) { 688 mSnapshot->empty = fboLayer; 689 } else { 690 mSnapshot->invisible = mSnapshot->invisible || (alpha <= 0 && fboLayer); 691 } 692} 693 694int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 695 const SkPaint* paint, int flags) { 696 const int count = saveSnapshot(flags); 697 698 if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 699 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 700 // operations will be able to store and restore the current clip and transform info, and 701 // quick rejection will be correct (for display lists) 702 703 Rect bounds(left, top, right, bottom); 704 Rect clip; 705 calculateLayerBoundsAndClip(bounds, clip, true); 706 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint)); 707 708 if (!currentSnapshot()->isIgnored()) { 709 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 710 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 711 mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight()); 712 mSnapshot->roundRectClipState = NULL; 713 } 714 } 715 716 return count; 717} 718 719/** 720 * Layers are viewed by Skia are slightly different than layers in image editing 721 * programs (for instance.) When a layer is created, previously created layers 722 * and the frame buffer still receive every drawing command. For instance, if a 723 * layer is created and a shape intersecting the bounds of the layers and the 724 * framebuffer is draw, the shape will be drawn on both (unless the layer was 725 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 726 * 727 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 728 * texture. Unfortunately, this is inefficient as it requires every primitive to 729 * be drawn n + 1 times, where n is the number of active layers. In practice this 730 * means, for every primitive: 731 * - Switch active frame buffer 732 * - Change viewport, clip and projection matrix 733 * - Issue the drawing 734 * 735 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 736 * To avoid this, layers are implemented in a different way here, at least in the 737 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 738 * is set. When this flag is set we can redirect all drawing operations into a 739 * single FBO. 740 * 741 * This implementation relies on the frame buffer being at least RGBA 8888. When 742 * a layer is created, only a texture is created, not an FBO. The content of the 743 * frame buffer contained within the layer's bounds is copied into this texture 744 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 745 * buffer and drawing continues as normal. This technique therefore treats the 746 * frame buffer as a scratch buffer for the layers. 747 * 748 * To compose the layers back onto the frame buffer, each layer texture 749 * (containing the original frame buffer data) is drawn as a simple quad over 750 * the frame buffer. The trick is that the quad is set as the composition 751 * destination in the blending equation, and the frame buffer becomes the source 752 * of the composition. 753 * 754 * Drawing layers with an alpha value requires an extra step before composition. 755 * An empty quad is drawn over the layer's region in the frame buffer. This quad 756 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 757 * quad is used to multiply the colors in the frame buffer. This is achieved by 758 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 759 * GL_ZERO, GL_SRC_ALPHA. 760 * 761 * Because glCopyTexImage2D() can be slow, an alternative implementation might 762 * be use to draw a single clipped layer. The implementation described above 763 * is correct in every case. 764 * 765 * (1) The frame buffer is actually not cleared right away. To allow the GPU 766 * to potentially optimize series of calls to glCopyTexImage2D, the frame 767 * buffer is left untouched until the first drawing operation. Only when 768 * something actually gets drawn are the layers regions cleared. 769 */ 770bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 771 const SkPaint* paint, int flags, const SkPath* convexMask) { 772 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 773 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 774 775 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 776 777 // Window coordinates of the layer 778 Rect clip; 779 Rect bounds(left, top, right, bottom); 780 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 781 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint)); 782 783 // Bail out if we won't draw in this snapshot 784 if (currentSnapshot()->isIgnored()) { 785 return false; 786 } 787 788 mCaches.activeTexture(0); 789 Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight()); 790 if (!layer) { 791 return false; 792 } 793 794 layer->setPaint(paint); 795 layer->layer.set(bounds); 796 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 797 bounds.getWidth() / float(layer->getWidth()), 0.0f); 798 799 layer->setBlend(true); 800 layer->setDirty(false); 801 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 802 803 // Save the layer in the snapshot 804 mSnapshot->flags |= Snapshot::kFlagIsLayer; 805 mSnapshot->layer = layer; 806 807 startMark("SaveLayer"); 808 if (fboLayer) { 809 return createFboLayer(layer, bounds, clip); 810 } else { 811 // Copy the framebuffer into the layer 812 layer->bindTexture(); 813 if (!bounds.isEmpty()) { 814 if (layer->isEmpty()) { 815 // Workaround for some GL drivers. When reading pixels lying outside 816 // of the window we should get undefined values for those pixels. 817 // Unfortunately some drivers will turn the entire target texture black 818 // when reading outside of the window. 819 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 820 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); 821 layer->setEmpty(false); 822 } 823 824 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 825 bounds.left, getViewportHeight() - bounds.bottom, 826 bounds.getWidth(), bounds.getHeight()); 827 828 // Enqueue the buffer coordinates to clear the corresponding region later 829 mLayers.push(new Rect(bounds)); 830 } 831 } 832 833 return true; 834} 835 836bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 837 layer->clipRect.set(clip); 838 layer->setFbo(mCaches.fboCache.get()); 839 840 mSnapshot->region = &mSnapshot->layer->region; 841 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer; 842 mSnapshot->fbo = layer->getFbo(); 843 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 844 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 845 mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight()); 846 mSnapshot->roundRectClipState = NULL; 847 848 endTiling(); 849 debugOverdraw(false, false); 850 // Bind texture to FBO 851 mRenderState.bindFramebuffer(layer->getFbo()); 852 layer->bindTexture(); 853 854 // Initialize the texture if needed 855 if (layer->isEmpty()) { 856 layer->allocateTexture(); 857 layer->setEmpty(false); 858 } 859 860 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 861 layer->getTexture(), 0); 862 863 // Expand the startTiling region by 1 864 startTilingCurrentClip(true, true); 865 866 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 867 mCaches.enableScissor(); 868 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 869 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 870 glClear(GL_COLOR_BUFFER_BIT); 871 872 dirtyClip(); 873 874 // Change the ortho projection 875 mRenderState.setViewport(bounds.getWidth(), bounds.getHeight()); 876 return true; 877} 878 879/** 880 * Read the documentation of createLayer() before doing anything in this method. 881 */ 882void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 883 if (!removed.layer) { 884 ALOGE("Attempting to compose a layer that does not exist"); 885 return; 886 } 887 888 Layer* layer = removed.layer; 889 const Rect& rect = layer->layer; 890 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 891 892 bool clipRequired = false; 893 calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 894 &clipRequired, NULL, false); // safely ignore return, should never be rejected 895 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 896 897 if (fboLayer) { 898 endTiling(); 899 900 // Detach the texture from the FBO 901 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 902 903 layer->removeFbo(false); 904 905 // Unbind current FBO and restore previous one 906 mRenderState.bindFramebuffer(restored.fbo); 907 debugOverdraw(true, false); 908 909 startTilingCurrentClip(); 910 } 911 912 if (!fboLayer && layer->getAlpha() < 255) { 913 SkPaint layerPaint; 914 layerPaint.setAlpha(layer->getAlpha()); 915 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 916 layerPaint.setColorFilter(layer->getColorFilter()); 917 918 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 919 // Required below, composeLayerRect() will divide by 255 920 layer->setAlpha(255); 921 } 922 923 mCaches.unbindMeshBuffer(); 924 925 mCaches.activeTexture(0); 926 927 // When the layer is stored in an FBO, we can save a bit of fillrate by 928 // drawing only the dirty region 929 if (fboLayer) { 930 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 931 composeLayerRegion(layer, rect); 932 } else if (!rect.isEmpty()) { 933 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 934 935 save(0); 936 // the layer contains screen buffer content that shouldn't be alpha modulated 937 // (and any necessary alpha modulation was handled drawing into the layer) 938 mSnapshot->alpha = 1.0f; 939 composeLayerRect(layer, rect, true); 940 restore(); 941 } 942 943 dirtyClip(); 944 945 // Failing to add the layer to the cache should happen only if the layer is too large 946 layer->setConvexMask(NULL); 947 if (!mCaches.layerCache.put(layer)) { 948 LAYER_LOGD("Deleting layer"); 949 Caches::getInstance().resourceCache.decrementRefcount(layer); 950 } 951} 952 953void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 954 float alpha = getLayerAlpha(layer); 955 956 setupDraw(); 957 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 958 setupDrawWithTexture(); 959 } else { 960 setupDrawWithExternalTexture(); 961 } 962 setupDrawTextureTransform(); 963 setupDrawColor(alpha, alpha, alpha, alpha); 964 setupDrawColorFilter(layer->getColorFilter()); 965 setupDrawBlending(layer); 966 setupDrawProgram(); 967 setupDrawPureColorUniforms(); 968 setupDrawColorFilterUniforms(layer->getColorFilter()); 969 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 970 setupDrawTexture(layer->getTexture()); 971 } else { 972 setupDrawExternalTexture(layer->getTexture()); 973 } 974 if (currentTransform()->isPureTranslate() && 975 !layer->getForceFilter() && 976 layer->getWidth() == (uint32_t) rect.getWidth() && 977 layer->getHeight() == (uint32_t) rect.getHeight()) { 978 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 979 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 980 981 layer->setFilter(GL_NEAREST); 982 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 983 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 984 } else { 985 layer->setFilter(GL_LINEAR); 986 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 987 rect.left, rect.top, rect.right, rect.bottom); 988 } 989 setupDrawTextureTransformUniforms(layer->getTexTransform()); 990 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u); 991 992 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 993} 994 995void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 996 if (layer->isTextureLayer()) { 997 EVENT_LOGD("composeTextureLayerRect"); 998 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 999 drawTextureLayer(layer, rect); 1000 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1001 } else { 1002 EVENT_LOGD("composeHardwareLayerRect"); 1003 const Rect& texCoords = layer->texCoords; 1004 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 1005 texCoords.right, texCoords.bottom); 1006 1007 float x = rect.left; 1008 float y = rect.top; 1009 bool simpleTransform = currentTransform()->isPureTranslate() && 1010 layer->getWidth() == (uint32_t) rect.getWidth() && 1011 layer->getHeight() == (uint32_t) rect.getHeight(); 1012 1013 if (simpleTransform) { 1014 // When we're swapping, the layer is already in screen coordinates 1015 if (!swap) { 1016 x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1017 y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1018 } 1019 1020 layer->setFilter(GL_NEAREST, true); 1021 } else { 1022 layer->setFilter(GL_LINEAR, true); 1023 } 1024 1025 SkPaint layerPaint; 1026 layerPaint.setAlpha(getLayerAlpha(layer) * 255); 1027 layerPaint.setXfermodeMode(layer->getMode()); 1028 layerPaint.setColorFilter(layer->getColorFilter()); 1029 1030 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f; 1031 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1032 layer->getTexture(), &layerPaint, blend, 1033 &mMeshVertices[0].x, &mMeshVertices[0].u, 1034 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1035 1036 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1037 } 1038} 1039 1040/** 1041 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1042 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1043 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1044 * by saveLayer's restore 1045 */ 1046#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1047 DRAW_COMMAND; \ 1048 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1049 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1050 DRAW_COMMAND; \ 1051 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1052 } \ 1053 } 1054 1055#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1056 1057// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to 1058// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque. 1059class LayerShader : public SkShader { 1060public: 1061 LayerShader(Layer* layer, const SkMatrix* localMatrix) 1062 : INHERITED(localMatrix) 1063 , mLayer(layer) { 1064 } 1065 1066 virtual bool asACustomShader(void** data) const { 1067 if (data) { 1068 *data = static_cast<void*>(mLayer); 1069 } 1070 return true; 1071 } 1072 1073 virtual bool isOpaque() const { 1074 return !mLayer->isBlend(); 1075 } 1076 1077protected: 1078 virtual void shadeSpan(int x, int y, SkPMColor[], int count) { 1079 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend."); 1080 } 1081 1082 virtual void flatten(SkWriteBuffer&) const { 1083 LOG_ALWAYS_FATAL("LayerShader should never be flattened."); 1084 } 1085 1086 virtual Factory getFactory() const { 1087 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream."); 1088 return NULL; 1089 } 1090private: 1091 // Unowned. 1092 Layer* mLayer; 1093 typedef SkShader INHERITED; 1094}; 1095 1096void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1097 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 1098 1099 if (layer->getConvexMask()) { 1100 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag); 1101 1102 // clip to the area of the layer the mask can be larger 1103 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 1104 1105 SkPaint paint; 1106 paint.setAntiAlias(true); 1107 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 1108 1109 // create LayerShader to map SaveLayer content into subsequent draw 1110 SkMatrix shaderMatrix; 1111 shaderMatrix.setTranslate(rect.left, rect.bottom); 1112 shaderMatrix.preScale(1, -1); 1113 LayerShader layerShader(layer, &shaderMatrix); 1114 paint.setShader(&layerShader); 1115 1116 // Since the drawing primitive is defined in local drawing space, 1117 // we don't need to modify the draw matrix 1118 const SkPath* maskPath = layer->getConvexMask(); 1119 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 1120 1121 paint.setShader(NULL); 1122 restore(); 1123 1124 return; 1125 } 1126 1127 if (layer->region.isRect()) { 1128 layer->setRegionAsRect(); 1129 1130 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1131 1132 layer->region.clear(); 1133 return; 1134 } 1135 1136 EVENT_LOGD("composeLayerRegion"); 1137 // standard Region based draw 1138 size_t count; 1139 const android::Rect* rects; 1140 Region safeRegion; 1141 if (CC_LIKELY(hasRectToRectTransform())) { 1142 rects = layer->region.getArray(&count); 1143 } else { 1144 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1145 rects = safeRegion.getArray(&count); 1146 } 1147 1148 const float alpha = getLayerAlpha(layer); 1149 const float texX = 1.0f / float(layer->getWidth()); 1150 const float texY = 1.0f / float(layer->getHeight()); 1151 const float height = rect.getHeight(); 1152 1153 setupDraw(); 1154 1155 // We must get (and therefore bind) the region mesh buffer 1156 // after we setup drawing in case we need to mess with the 1157 // stencil buffer in setupDraw() 1158 TextureVertex* mesh = mCaches.getRegionMesh(); 1159 uint32_t numQuads = 0; 1160 1161 setupDrawWithTexture(); 1162 setupDrawColor(alpha, alpha, alpha, alpha); 1163 setupDrawColorFilter(layer->getColorFilter()); 1164 setupDrawBlending(layer); 1165 setupDrawProgram(); 1166 setupDrawDirtyRegionsDisabled(); 1167 setupDrawPureColorUniforms(); 1168 setupDrawColorFilterUniforms(layer->getColorFilter()); 1169 setupDrawTexture(layer->getTexture()); 1170 if (currentTransform()->isPureTranslate()) { 1171 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1172 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1173 1174 layer->setFilter(GL_NEAREST); 1175 setupDrawModelView(kModelViewMode_Translate, false, 1176 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1177 } else { 1178 layer->setFilter(GL_LINEAR); 1179 setupDrawModelView(kModelViewMode_Translate, false, 1180 rect.left, rect.top, rect.right, rect.bottom); 1181 } 1182 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 1183 1184 for (size_t i = 0; i < count; i++) { 1185 const android::Rect* r = &rects[i]; 1186 1187 const float u1 = r->left * texX; 1188 const float v1 = (height - r->top) * texY; 1189 const float u2 = r->right * texX; 1190 const float v2 = (height - r->bottom) * texY; 1191 1192 // TODO: Reject quads outside of the clip 1193 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1194 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1195 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1196 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1197 1198 numQuads++; 1199 1200 if (numQuads >= gMaxNumberOfQuads) { 1201 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1202 GL_UNSIGNED_SHORT, NULL)); 1203 numQuads = 0; 1204 mesh = mCaches.getRegionMesh(); 1205 } 1206 } 1207 1208 if (numQuads > 0) { 1209 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1210 GL_UNSIGNED_SHORT, NULL)); 1211 } 1212 1213#if DEBUG_LAYERS_AS_REGIONS 1214 drawRegionRectsDebug(layer->region); 1215#endif 1216 1217 layer->region.clear(); 1218} 1219 1220#if DEBUG_LAYERS_AS_REGIONS 1221void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 1222 size_t count; 1223 const android::Rect* rects = region.getArray(&count); 1224 1225 uint32_t colors[] = { 1226 0x7fff0000, 0x7f00ff00, 1227 0x7f0000ff, 0x7fff00ff, 1228 }; 1229 1230 int offset = 0; 1231 int32_t top = rects[0].top; 1232 1233 for (size_t i = 0; i < count; i++) { 1234 if (top != rects[i].top) { 1235 offset ^= 0x2; 1236 top = rects[i].top; 1237 } 1238 1239 SkPaint paint; 1240 paint.setColor(colors[offset + (i & 0x1)]); 1241 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1242 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1243 } 1244} 1245#endif 1246 1247void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1248 Vector<float> rects; 1249 1250 SkRegion::Iterator it(region); 1251 while (!it.done()) { 1252 const SkIRect& r = it.rect(); 1253 rects.push(r.fLeft); 1254 rects.push(r.fTop); 1255 rects.push(r.fRight); 1256 rects.push(r.fBottom); 1257 it.next(); 1258 } 1259 1260 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1261} 1262 1263void OpenGLRenderer::dirtyLayer(const float left, const float top, 1264 const float right, const float bottom, const mat4 transform) { 1265 if (hasLayer()) { 1266 Rect bounds(left, top, right, bottom); 1267 transform.mapRect(bounds); 1268 dirtyLayerUnchecked(bounds, getRegion()); 1269 } 1270} 1271 1272void OpenGLRenderer::dirtyLayer(const float left, const float top, 1273 const float right, const float bottom) { 1274 if (hasLayer()) { 1275 Rect bounds(left, top, right, bottom); 1276 dirtyLayerUnchecked(bounds, getRegion()); 1277 } 1278} 1279 1280void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1281 if (bounds.intersect(*currentClipRect())) { 1282 bounds.snapToPixelBoundaries(); 1283 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1284 if (!dirty.isEmpty()) { 1285 region->orSelf(dirty); 1286 } 1287 } 1288} 1289 1290void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) { 1291 GLsizei elementsCount = quadsCount * 6; 1292 while (elementsCount > 0) { 1293 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 1294 1295 setupDrawIndexedVertices(&mesh[0].x); 1296 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL); 1297 1298 elementsCount -= drawCount; 1299 // Though there are 4 vertices in a quad, we use 6 indices per 1300 // quad to draw with GL_TRIANGLES 1301 mesh += (drawCount / 6) * 4; 1302 } 1303} 1304 1305void OpenGLRenderer::clearLayerRegions() { 1306 const size_t count = mLayers.size(); 1307 if (count == 0) return; 1308 1309 if (!currentSnapshot()->isIgnored()) { 1310 EVENT_LOGD("clearLayerRegions"); 1311 // Doing several glScissor/glClear here can negatively impact 1312 // GPUs with a tiler architecture, instead we draw quads with 1313 // the Clear blending mode 1314 1315 // The list contains bounds that have already been clipped 1316 // against their initial clip rect, and the current clip 1317 // is likely different so we need to disable clipping here 1318 bool scissorChanged = mCaches.disableScissor(); 1319 1320 Vertex mesh[count * 4]; 1321 Vertex* vertex = mesh; 1322 1323 for (uint32_t i = 0; i < count; i++) { 1324 Rect* bounds = mLayers.itemAt(i); 1325 1326 Vertex::set(vertex++, bounds->left, bounds->top); 1327 Vertex::set(vertex++, bounds->right, bounds->top); 1328 Vertex::set(vertex++, bounds->left, bounds->bottom); 1329 Vertex::set(vertex++, bounds->right, bounds->bottom); 1330 1331 delete bounds; 1332 } 1333 // We must clear the list of dirty rects before we 1334 // call setupDraw() to prevent stencil setup to do 1335 // the same thing again 1336 mLayers.clear(); 1337 1338 SkPaint clearPaint; 1339 clearPaint.setXfermodeMode(SkXfermode::kClear_Mode); 1340 1341 setupDraw(false); 1342 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1343 setupDrawBlending(&clearPaint, true); 1344 setupDrawProgram(); 1345 setupDrawPureColorUniforms(); 1346 setupDrawModelView(kModelViewMode_Translate, false, 1347 0.0f, 0.0f, 0.0f, 0.0f, true); 1348 1349 issueIndexedQuadDraw(&mesh[0], count); 1350 1351 if (scissorChanged) mCaches.enableScissor(); 1352 } else { 1353 for (uint32_t i = 0; i < count; i++) { 1354 delete mLayers.itemAt(i); 1355 } 1356 mLayers.clear(); 1357 } 1358} 1359 1360/////////////////////////////////////////////////////////////////////////////// 1361// State Deferral 1362/////////////////////////////////////////////////////////////////////////////// 1363 1364bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1365 const Rect* currentClip = currentClipRect(); 1366 const mat4* currentMatrix = currentTransform(); 1367 1368 if (stateDeferFlags & kStateDeferFlag_Draw) { 1369 // state has bounds initialized in local coordinates 1370 if (!state.mBounds.isEmpty()) { 1371 currentMatrix->mapRect(state.mBounds); 1372 Rect clippedBounds(state.mBounds); 1373 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1374 // is used, it should more closely duplicate the quickReject logic (in how it uses 1375 // snapToPixelBoundaries) 1376 1377 if(!clippedBounds.intersect(*currentClip)) { 1378 // quick rejected 1379 return true; 1380 } 1381 1382 state.mClipSideFlags = kClipSide_None; 1383 if (!currentClip->contains(state.mBounds)) { 1384 int& flags = state.mClipSideFlags; 1385 // op partially clipped, so record which sides are clipped for clip-aware merging 1386 if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left; 1387 if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top; 1388 if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right; 1389 if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1390 } 1391 state.mBounds.set(clippedBounds); 1392 } else { 1393 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1394 // overdraw avoidance (since we don't know what it overlaps) 1395 state.mClipSideFlags = kClipSide_ConservativeFull; 1396 state.mBounds.set(*currentClip); 1397 } 1398 } 1399 1400 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1401 if (state.mClipValid) { 1402 state.mClip.set(*currentClip); 1403 } 1404 1405 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1406 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1407 state.mMatrix.load(*currentMatrix); 1408 state.mDrawModifiers = mDrawModifiers; 1409 state.mAlpha = currentSnapshot()->alpha; 1410 1411 // always store/restore, since it's just a pointer 1412 state.mRoundRectClipState = currentSnapshot()->roundRectClipState; 1413 return false; 1414} 1415 1416void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1417 setMatrix(state.mMatrix); 1418 mSnapshot->alpha = state.mAlpha; 1419 mDrawModifiers = state.mDrawModifiers; 1420 mSnapshot->roundRectClipState = state.mRoundRectClipState; 1421 1422 if (state.mClipValid && !skipClipRestore) { 1423 mSnapshot->setClip(state.mClip.left, state.mClip.top, 1424 state.mClip.right, state.mClip.bottom); 1425 dirtyClip(); 1426 } 1427} 1428 1429/** 1430 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1431 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1432 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1433 * 1434 * This method should be called when restoreDisplayState() won't be restoring the clip 1435 */ 1436void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1437 if (clipRect != NULL) { 1438 mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1439 } else { 1440 mSnapshot->setClip(0, 0, getWidth(), getHeight()); 1441 } 1442 dirtyClip(); 1443 mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled); 1444} 1445 1446/////////////////////////////////////////////////////////////////////////////// 1447// Clipping 1448/////////////////////////////////////////////////////////////////////////////// 1449 1450void OpenGLRenderer::setScissorFromClip() { 1451 Rect clip(*currentClipRect()); 1452 clip.snapToPixelBoundaries(); 1453 1454 if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom, 1455 clip.getWidth(), clip.getHeight())) { 1456 mDirtyClip = false; 1457 } 1458} 1459 1460void OpenGLRenderer::ensureStencilBuffer() { 1461 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1462 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1463 // just hope we have one when hasLayer() returns false. 1464 if (hasLayer()) { 1465 attachStencilBufferToLayer(currentSnapshot()->layer); 1466 } 1467} 1468 1469void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1470 // The layer's FBO is already bound when we reach this stage 1471 if (!layer->getStencilRenderBuffer()) { 1472 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1473 // is attached after we initiated tiling. We must turn it off, 1474 // attach the new render buffer then turn tiling back on 1475 endTiling(); 1476 1477 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1478 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1479 layer->setStencilRenderBuffer(buffer); 1480 1481 startTiling(layer->clipRect, layer->layer.getHeight()); 1482 } 1483} 1484 1485void OpenGLRenderer::setStencilFromClip() { 1486 if (!mCaches.debugOverdraw) { 1487 if (!currentSnapshot()->clipRegion->isEmpty()) { 1488 EVENT_LOGD("setStencilFromClip - enabling"); 1489 1490 // NOTE: The order here is important, we must set dirtyClip to false 1491 // before any draw call to avoid calling back into this method 1492 mDirtyClip = false; 1493 1494 ensureStencilBuffer(); 1495 1496 mCaches.stencil.enableWrite(); 1497 1498 // Clear and update the stencil, but first make sure we restrict drawing 1499 // to the region's bounds 1500 bool resetScissor = mCaches.enableScissor(); 1501 if (resetScissor) { 1502 // The scissor was not set so we now need to update it 1503 setScissorFromClip(); 1504 } 1505 mCaches.stencil.clear(); 1506 1507 // stash and disable the outline clip state, since stencil doesn't account for outline 1508 bool storedSkipOutlineClip = mSkipOutlineClip; 1509 mSkipOutlineClip = true; 1510 1511 SkPaint paint; 1512 paint.setColor(SK_ColorBLACK); 1513 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1514 1515 // NOTE: We could use the region contour path to generate a smaller mesh 1516 // Since we are using the stencil we could use the red book path 1517 // drawing technique. It might increase bandwidth usage though. 1518 1519 // The last parameter is important: we are not drawing in the color buffer 1520 // so we don't want to dirty the current layer, if any 1521 drawRegionRects(*(currentSnapshot()->clipRegion), paint, false); 1522 if (resetScissor) mCaches.disableScissor(); 1523 mSkipOutlineClip = storedSkipOutlineClip; 1524 1525 mCaches.stencil.enableTest(); 1526 1527 // Draw the region used to generate the stencil if the appropriate debug 1528 // mode is enabled 1529 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1530 paint.setColor(0x7f0000ff); 1531 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1532 drawRegionRects(*(currentSnapshot()->clipRegion), paint); 1533 } 1534 } else { 1535 EVENT_LOGD("setStencilFromClip - disabling"); 1536 mCaches.stencil.disable(); 1537 } 1538 } 1539} 1540 1541/** 1542 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1543 * 1544 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1545 * style, and tessellated AA ramp 1546 */ 1547bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1548 const SkPaint* paint) { 1549 bool snapOut = paint && paint->isAntiAlias(); 1550 1551 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1552 float outset = paint->getStrokeWidth() * 0.5f; 1553 left -= outset; 1554 top -= outset; 1555 right += outset; 1556 bottom += outset; 1557 } 1558 1559 bool clipRequired = false; 1560 bool roundRectClipRequired = false; 1561 if (calculateQuickRejectForScissor(left, top, right, bottom, 1562 &clipRequired, &roundRectClipRequired, snapOut)) { 1563 return true; 1564 } 1565 1566 // not quick rejected, so enable the scissor if clipRequired 1567 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1568 mSkipOutlineClip = !roundRectClipRequired; 1569 return false; 1570} 1571 1572void OpenGLRenderer::debugClip() { 1573#if DEBUG_CLIP_REGIONS 1574 if (!currentSnapshot()->clipRegion->isEmpty()) { 1575 SkPaint paint; 1576 paint.setColor(0x7f00ff00); 1577 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1578 1579 } 1580#endif 1581} 1582 1583/////////////////////////////////////////////////////////////////////////////// 1584// Drawing commands 1585/////////////////////////////////////////////////////////////////////////////// 1586 1587void OpenGLRenderer::setupDraw(bool clearLayer) { 1588 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1589 // changes the scissor test state 1590 if (clearLayer) clearLayerRegions(); 1591 // Make sure setScissor & setStencil happen at the beginning of 1592 // this method 1593 if (mDirtyClip) { 1594 if (mCaches.scissorEnabled) { 1595 setScissorFromClip(); 1596 } 1597 1598 if (clearLayer) { 1599 setStencilFromClip(); 1600 } else { 1601 // While clearing layer, force disable stencil buffer, since 1602 // it's invalid to stencil-clip *during* the layer clear 1603 mCaches.stencil.disable(); 1604 } 1605 } 1606 1607 mDescription.reset(); 1608 1609 mSetShaderColor = false; 1610 mColorSet = false; 1611 mColorA = mColorR = mColorG = mColorB = 0.0f; 1612 mTextureUnit = 0; 1613 mTrackDirtyRegions = true; 1614 1615 // Enable debug highlight when what we're about to draw is tested against 1616 // the stencil buffer and if stencil highlight debugging is on 1617 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1618 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1619 mCaches.stencil.isTestEnabled(); 1620 1621 mDescription.emulateStencil = mCountOverdraw; 1622} 1623 1624void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1625 mDescription.hasTexture = true; 1626 mDescription.hasAlpha8Texture = isAlpha8; 1627} 1628 1629void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1630 mDescription.hasTexture = true; 1631 mDescription.hasColors = true; 1632 mDescription.hasAlpha8Texture = isAlpha8; 1633} 1634 1635void OpenGLRenderer::setupDrawWithExternalTexture() { 1636 mDescription.hasExternalTexture = true; 1637} 1638 1639void OpenGLRenderer::setupDrawNoTexture() { 1640 mCaches.disableTexCoordsVertexArray(); 1641} 1642 1643void OpenGLRenderer::setupDrawAA() { 1644 mDescription.isAA = true; 1645} 1646 1647void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1648 mColorA = alpha / 255.0f; 1649 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1650 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1651 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1652 mColorSet = true; 1653 mSetShaderColor = mDescription.setColorModulate(mColorA); 1654} 1655 1656void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1657 mColorA = alpha / 255.0f; 1658 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1659 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1660 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1661 mColorSet = true; 1662 mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA); 1663} 1664 1665void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1666 mCaches.fontRenderer->describe(mDescription, paint); 1667} 1668 1669void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1670 mColorA = a; 1671 mColorR = r; 1672 mColorG = g; 1673 mColorB = b; 1674 mColorSet = true; 1675 mSetShaderColor = mDescription.setColorModulate(a); 1676} 1677 1678void OpenGLRenderer::setupDrawShader(const SkShader* shader) { 1679 if (shader != NULL) { 1680 SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader); 1681 } 1682} 1683 1684void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) { 1685 if (filter == NULL) { 1686 return; 1687 } 1688 1689 SkXfermode::Mode mode; 1690 if (filter->asColorMode(NULL, &mode)) { 1691 mDescription.colorOp = ProgramDescription::kColorBlend; 1692 mDescription.colorMode = mode; 1693 } else if (filter->asColorMatrix(NULL)) { 1694 mDescription.colorOp = ProgramDescription::kColorMatrix; 1695 } 1696} 1697 1698void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1699 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1700 mColorA = 1.0f; 1701 mColorR = mColorG = mColorB = 0.0f; 1702 mSetShaderColor = mDescription.modulate = true; 1703 } 1704} 1705 1706static bool isBlendedColorFilter(const SkColorFilter* filter) { 1707 if (filter == NULL) { 1708 return false; 1709 } 1710 return (filter->getFlags() & SkColorFilter::kAlphaUnchanged_Flag) == 0; 1711} 1712 1713void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) { 1714 SkXfermode::Mode mode = layer->getMode(); 1715 // When the blending mode is kClear_Mode, we need to use a modulate color 1716 // argb=1,0,0,0 1717 accountForClear(mode); 1718 // TODO: check shader blending, once we have shader drawing support for layers. 1719 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f || 1720 (mColorSet && mColorA < 1.0f) || isBlendedColorFilter(layer->getColorFilter()); 1721 chooseBlending(blend, mode, mDescription, swapSrcDst); 1722} 1723 1724void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) { 1725 SkXfermode::Mode mode = getXfermodeDirect(paint); 1726 // When the blending mode is kClear_Mode, we need to use a modulate color 1727 // argb=1,0,0,0 1728 accountForClear(mode); 1729 blend |= (mColorSet && mColorA < 1.0f) || 1730 (getShader(paint) && !getShader(paint)->isOpaque()) || 1731 isBlendedColorFilter(getColorFilter(paint)); 1732 chooseBlending(blend, mode, mDescription, swapSrcDst); 1733} 1734 1735void OpenGLRenderer::setupDrawProgram() { 1736 useProgram(mCaches.programCache.get(mDescription)); 1737 if (mDescription.hasRoundRectClip) { 1738 // TODO: avoid doing this repeatedly, stashing state pointer in program 1739 const RoundRectClipState* state = mSnapshot->roundRectClipState; 1740 const Rect& innerRect = state->innerRect; 1741 glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"), 1742 innerRect.left, innerRect.top, 1743 innerRect.right, innerRect.bottom); 1744 glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"), 1745 state->radius); 1746 glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"), 1747 1, GL_FALSE, &state->matrix.data[0]); 1748 } 1749} 1750 1751void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1752 mTrackDirtyRegions = false; 1753} 1754 1755void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset, 1756 float left, float top, float right, float bottom, bool ignoreTransform) { 1757 mModelViewMatrix.loadTranslate(left, top, 0.0f); 1758 if (mode == kModelViewMode_TranslateAndScale) { 1759 mModelViewMatrix.scale(right - left, bottom - top, 1.0f); 1760 } 1761 1762 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1763 const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform(); 1764 mCaches.currentProgram->set(mSnapshot->getOrthoMatrix(), mModelViewMatrix, transformMatrix, offset); 1765 if (dirty && mTrackDirtyRegions) { 1766 if (!ignoreTransform) { 1767 dirtyLayer(left, top, right, bottom, *currentTransform()); 1768 } else { 1769 dirtyLayer(left, top, right, bottom); 1770 } 1771 } 1772} 1773 1774void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) { 1775 if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) { 1776 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1777 } 1778} 1779 1780void OpenGLRenderer::setupDrawPureColorUniforms() { 1781 if (mSetShaderColor) { 1782 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1783 } 1784} 1785 1786void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) { 1787 if (shader == NULL) { 1788 return; 1789 } 1790 1791 if (ignoreTransform) { 1792 // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform() 1793 // because it was built into modelView / the geometry, and the description needs to 1794 // compensate. 1795 mat4 modelViewWithoutTransform; 1796 modelViewWithoutTransform.loadInverse(*currentTransform()); 1797 modelViewWithoutTransform.multiply(mModelViewMatrix); 1798 mModelViewMatrix.load(modelViewWithoutTransform); 1799 } 1800 1801 SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader); 1802} 1803 1804void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) { 1805 if (NULL == filter) { 1806 return; 1807 } 1808 1809 SkColor color; 1810 SkXfermode::Mode mode; 1811 if (filter->asColorMode(&color, &mode)) { 1812 const int alpha = SkColorGetA(color); 1813 const GLfloat a = alpha / 255.0f; 1814 const GLfloat r = a * SkColorGetR(color) / 255.0f; 1815 const GLfloat g = a * SkColorGetG(color) / 255.0f; 1816 const GLfloat b = a * SkColorGetB(color) / 255.0f; 1817 glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a); 1818 return; 1819 } 1820 1821 SkScalar srcColorMatrix[20]; 1822 if (filter->asColorMatrix(srcColorMatrix)) { 1823 1824 float colorMatrix[16]; 1825 memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float)); 1826 memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float)); 1827 memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float)); 1828 memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float)); 1829 1830 // Skia uses the range [0..255] for the addition vector, but we need 1831 // the [0..1] range to apply the vector in GLSL 1832 float colorVector[4]; 1833 colorVector[0] = srcColorMatrix[4] / 255.0f; 1834 colorVector[1] = srcColorMatrix[9] / 255.0f; 1835 colorVector[2] = srcColorMatrix[14] / 255.0f; 1836 colorVector[3] = srcColorMatrix[19] / 255.0f; 1837 1838 glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1, 1839 GL_FALSE, colorMatrix); 1840 glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector); 1841 return; 1842 } 1843 1844 // it is an error if we ever get here 1845} 1846 1847void OpenGLRenderer::setupDrawTextGammaUniforms() { 1848 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1849} 1850 1851void OpenGLRenderer::setupDrawSimpleMesh() { 1852 bool force = mCaches.bindMeshBuffer(); 1853 mCaches.bindPositionVertexPointer(force, 0); 1854 mCaches.unbindIndicesBuffer(); 1855} 1856 1857void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1858 if (texture) bindTexture(texture); 1859 mTextureUnit++; 1860 mCaches.enableTexCoordsVertexArray(); 1861} 1862 1863void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1864 bindExternalTexture(texture); 1865 mTextureUnit++; 1866 mCaches.enableTexCoordsVertexArray(); 1867} 1868 1869void OpenGLRenderer::setupDrawTextureTransform() { 1870 mDescription.hasTextureTransform = true; 1871} 1872 1873void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1874 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1875 GL_FALSE, &transform.data[0]); 1876} 1877 1878void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1879 const GLvoid* texCoords, GLuint vbo) { 1880 bool force = false; 1881 if (!vertices || vbo) { 1882 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1883 } else { 1884 force = mCaches.unbindMeshBuffer(); 1885 } 1886 1887 mCaches.bindPositionVertexPointer(force, vertices); 1888 if (mCaches.currentProgram->texCoords >= 0) { 1889 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1890 } 1891 1892 mCaches.unbindIndicesBuffer(); 1893} 1894 1895void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1896 const GLvoid* texCoords, const GLvoid* colors) { 1897 bool force = mCaches.unbindMeshBuffer(); 1898 GLsizei stride = sizeof(ColorTextureVertex); 1899 1900 mCaches.bindPositionVertexPointer(force, vertices, stride); 1901 if (mCaches.currentProgram->texCoords >= 0) { 1902 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1903 } 1904 int slot = mCaches.currentProgram->getAttrib("colors"); 1905 if (slot >= 0) { 1906 glEnableVertexAttribArray(slot); 1907 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1908 } 1909 1910 mCaches.unbindIndicesBuffer(); 1911} 1912 1913void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices, 1914 const GLvoid* texCoords, GLuint vbo) { 1915 bool force = false; 1916 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1917 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1918 // use the default VBO found in Caches 1919 if (!vertices || vbo) { 1920 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1921 } else { 1922 force = mCaches.unbindMeshBuffer(); 1923 } 1924 mCaches.bindQuadIndicesBuffer(); 1925 1926 mCaches.bindPositionVertexPointer(force, vertices); 1927 if (mCaches.currentProgram->texCoords >= 0) { 1928 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1929 } 1930} 1931 1932void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 1933 bool force = mCaches.unbindMeshBuffer(); 1934 mCaches.bindQuadIndicesBuffer(); 1935 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1936} 1937 1938/////////////////////////////////////////////////////////////////////////////// 1939// Drawing 1940/////////////////////////////////////////////////////////////////////////////// 1941 1942status_t OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) { 1943 status_t status; 1944 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1945 // will be performed by the display list itself 1946 if (renderNode && renderNode->isRenderable()) { 1947 // compute 3d ordering 1948 renderNode->computeOrdering(); 1949 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1950 status = startFrame(); 1951 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1952 renderNode->replay(replayStruct, 0); 1953 return status | replayStruct.mDrawGlStatus; 1954 } 1955 1956 bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs! 1957 DeferredDisplayList deferredList(*currentClipRect(), avoidOverdraw); 1958 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1959 renderNode->defer(deferStruct, 0); 1960 1961 flushLayers(); 1962 status = startFrame(); 1963 1964 return deferredList.flush(*this, dirty) | status; 1965 } 1966 1967 // Even if there is no drawing command(Ex: invisible), 1968 // it still needs startFrame to clear buffer and start tiling. 1969 return startFrame(); 1970} 1971 1972void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) { 1973 int color = paint != NULL ? paint->getColor() : 0; 1974 1975 float x = left; 1976 float y = top; 1977 1978 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1979 1980 bool ignoreTransform = false; 1981 if (currentTransform()->isPureTranslate()) { 1982 x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 1983 y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 1984 ignoreTransform = true; 1985 1986 texture->setFilter(GL_NEAREST, true); 1987 } else { 1988 texture->setFilter(getFilter(paint), true); 1989 } 1990 1991 // No need to check for a UV mapper on the texture object, only ARGB_8888 1992 // bitmaps get packed in the atlas 1993 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1994 paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1995 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 1996} 1997 1998/** 1999 * Important note: this method is intended to draw batches of bitmaps and 2000 * will not set the scissor enable or dirty the current layer, if any. 2001 * The caller is responsible for properly dirtying the current layer. 2002 */ 2003status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2004 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 2005 const Rect& bounds, const SkPaint* paint) { 2006 mCaches.activeTexture(0); 2007 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2008 if (!texture) return DrawGlInfo::kStatusDone; 2009 2010 const AutoTexture autoCleanup(texture); 2011 2012 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2013 texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true); 2014 2015 const float x = (int) floorf(bounds.left + 0.5f); 2016 const float y = (int) floorf(bounds.top + 0.5f); 2017 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2018 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2019 texture->id, paint, &vertices[0].x, &vertices[0].u, 2020 GL_TRIANGLES, bitmapCount * 6, true, 2021 kModelViewMode_Translate, false); 2022 } else { 2023 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2024 texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u, 2025 GL_TRIANGLES, bitmapCount * 6, false, true, 0, 2026 kModelViewMode_Translate, false); 2027 } 2028 2029 return DrawGlInfo::kStatusDrew; 2030} 2031 2032status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) { 2033 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 2034 return DrawGlInfo::kStatusDone; 2035 } 2036 2037 mCaches.activeTexture(0); 2038 Texture* texture = getTexture(bitmap); 2039 if (!texture) return DrawGlInfo::kStatusDone; 2040 const AutoTexture autoCleanup(texture); 2041 2042 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2043 drawAlphaBitmap(texture, 0, 0, paint); 2044 } else { 2045 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint); 2046 } 2047 2048 return DrawGlInfo::kStatusDrew; 2049} 2050 2051status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint) { 2052 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 2053 return DrawGlInfo::kStatusDone; 2054 } 2055 2056 mCaches.activeTexture(0); 2057 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2058 const AutoTexture autoCleanup(texture); 2059 2060 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2061 drawAlphaBitmap(texture, 0, 0, paint); 2062 } else { 2063 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint); 2064 } 2065 2066 return DrawGlInfo::kStatusDrew; 2067} 2068 2069status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 2070 const float* vertices, const int* colors, const SkPaint* paint) { 2071 if (!vertices || currentSnapshot()->isIgnored()) { 2072 return DrawGlInfo::kStatusDone; 2073 } 2074 2075 // TODO: use quickReject on bounds from vertices 2076 mCaches.enableScissor(); 2077 2078 float left = FLT_MAX; 2079 float top = FLT_MAX; 2080 float right = FLT_MIN; 2081 float bottom = FLT_MIN; 2082 2083 const uint32_t count = meshWidth * meshHeight * 6; 2084 2085 Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr 2086 mesh.setCapacity(count); 2087 ColorTextureVertex* vertex = mesh.editArray(); 2088 2089 bool cleanupColors = false; 2090 if (!colors) { 2091 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2092 int* newColors = new int[colorsCount]; 2093 memset(newColors, 0xff, colorsCount * sizeof(int)); 2094 colors = newColors; 2095 cleanupColors = true; 2096 } 2097 2098 mCaches.activeTexture(0); 2099 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2100 const UvMapper& mapper(getMapper(texture)); 2101 2102 for (int32_t y = 0; y < meshHeight; y++) { 2103 for (int32_t x = 0; x < meshWidth; x++) { 2104 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2105 2106 float u1 = float(x) / meshWidth; 2107 float u2 = float(x + 1) / meshWidth; 2108 float v1 = float(y) / meshHeight; 2109 float v2 = float(y + 1) / meshHeight; 2110 2111 mapper.map(u1, v1, u2, v2); 2112 2113 int ax = i + (meshWidth + 1) * 2; 2114 int ay = ax + 1; 2115 int bx = i; 2116 int by = bx + 1; 2117 int cx = i + 2; 2118 int cy = cx + 1; 2119 int dx = i + (meshWidth + 1) * 2 + 2; 2120 int dy = dx + 1; 2121 2122 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2123 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2124 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2125 2126 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2127 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2128 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2129 2130 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2131 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2132 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2133 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2134 } 2135 } 2136 2137 if (quickRejectSetupScissor(left, top, right, bottom)) { 2138 if (cleanupColors) delete[] colors; 2139 return DrawGlInfo::kStatusDone; 2140 } 2141 2142 if (!texture) { 2143 texture = mCaches.textureCache.get(bitmap); 2144 if (!texture) { 2145 if (cleanupColors) delete[] colors; 2146 return DrawGlInfo::kStatusDone; 2147 } 2148 } 2149 const AutoTexture autoCleanup(texture); 2150 2151 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2152 texture->setFilter(getFilter(paint), true); 2153 2154 int alpha; 2155 SkXfermode::Mode mode; 2156 getAlphaAndMode(paint, &alpha, &mode); 2157 2158 float a = alpha / 255.0f; 2159 2160 if (hasLayer()) { 2161 dirtyLayer(left, top, right, bottom, *currentTransform()); 2162 } 2163 2164 setupDraw(); 2165 setupDrawWithTextureAndColor(); 2166 setupDrawColor(a, a, a, a); 2167 setupDrawColorFilter(getColorFilter(paint)); 2168 setupDrawBlending(paint, true); 2169 setupDrawProgram(); 2170 setupDrawDirtyRegionsDisabled(); 2171 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f); 2172 setupDrawTexture(texture->id); 2173 setupDrawPureColorUniforms(); 2174 setupDrawColorFilterUniforms(getColorFilter(paint)); 2175 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r); 2176 2177 glDrawArrays(GL_TRIANGLES, 0, count); 2178 2179 int slot = mCaches.currentProgram->getAttrib("colors"); 2180 if (slot >= 0) { 2181 glDisableVertexAttribArray(slot); 2182 } 2183 2184 if (cleanupColors) delete[] colors; 2185 2186 return DrawGlInfo::kStatusDrew; 2187} 2188 2189status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, 2190 float srcLeft, float srcTop, float srcRight, float srcBottom, 2191 float dstLeft, float dstTop, float dstRight, float dstBottom, 2192 const SkPaint* paint) { 2193 if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) { 2194 return DrawGlInfo::kStatusDone; 2195 } 2196 2197 mCaches.activeTexture(0); 2198 Texture* texture = getTexture(bitmap); 2199 if (!texture) return DrawGlInfo::kStatusDone; 2200 const AutoTexture autoCleanup(texture); 2201 2202 const float width = texture->width; 2203 const float height = texture->height; 2204 2205 float u1 = fmax(0.0f, srcLeft / width); 2206 float v1 = fmax(0.0f, srcTop / height); 2207 float u2 = fmin(1.0f, srcRight / width); 2208 float v2 = fmin(1.0f, srcBottom / height); 2209 2210 getMapper(texture).map(u1, v1, u2, v2); 2211 2212 mCaches.unbindMeshBuffer(); 2213 resetDrawTextureTexCoords(u1, v1, u2, v2); 2214 2215 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2216 2217 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2218 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2219 2220 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2221 // Apply a scale transform on the canvas only when a shader is in use 2222 // Skia handles the ratio between the dst and src rects as a scale factor 2223 // when a shader is set 2224 bool useScaleTransform = getShader(paint) && scaled; 2225 bool ignoreTransform = false; 2226 2227 if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) { 2228 float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f); 2229 float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f); 2230 2231 dstRight = x + (dstRight - dstLeft); 2232 dstBottom = y + (dstBottom - dstTop); 2233 2234 dstLeft = x; 2235 dstTop = y; 2236 2237 texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true); 2238 ignoreTransform = true; 2239 } else { 2240 texture->setFilter(getFilter(paint), true); 2241 } 2242 2243 if (CC_UNLIKELY(useScaleTransform)) { 2244 save(SkCanvas::kMatrix_SaveFlag); 2245 translate(dstLeft, dstTop); 2246 scale(scaleX, scaleY); 2247 2248 dstLeft = 0.0f; 2249 dstTop = 0.0f; 2250 2251 dstRight = srcRight - srcLeft; 2252 dstBottom = srcBottom - srcTop; 2253 } 2254 2255 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2256 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2257 texture->id, paint, 2258 &mMeshVertices[0].x, &mMeshVertices[0].u, 2259 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2260 } else { 2261 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2262 texture->id, paint, texture->blend, 2263 &mMeshVertices[0].x, &mMeshVertices[0].u, 2264 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2265 } 2266 2267 if (CC_UNLIKELY(useScaleTransform)) { 2268 restore(); 2269 } 2270 2271 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2272 2273 return DrawGlInfo::kStatusDrew; 2274} 2275 2276status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch, 2277 float left, float top, float right, float bottom, const SkPaint* paint) { 2278 if (quickRejectSetupScissor(left, top, right, bottom)) { 2279 return DrawGlInfo::kStatusDone; 2280 } 2281 2282 AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap); 2283 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2284 right - left, bottom - top, patch); 2285 2286 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2287} 2288 2289status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 2290 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2291 const SkPaint* paint) { 2292 if (quickRejectSetupScissor(left, top, right, bottom)) { 2293 return DrawGlInfo::kStatusDone; 2294 } 2295 2296 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2297 mCaches.activeTexture(0); 2298 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2299 if (!texture) return DrawGlInfo::kStatusDone; 2300 const AutoTexture autoCleanup(texture); 2301 2302 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2303 texture->setFilter(GL_LINEAR, true); 2304 2305 const bool pureTranslate = currentTransform()->isPureTranslate(); 2306 // Mark the current layer dirty where we are going to draw the patch 2307 if (hasLayer() && mesh->hasEmptyQuads) { 2308 const float offsetX = left + currentTransform()->getTranslateX(); 2309 const float offsetY = top + currentTransform()->getTranslateY(); 2310 const size_t count = mesh->quads.size(); 2311 for (size_t i = 0; i < count; i++) { 2312 const Rect& bounds = mesh->quads.itemAt(i); 2313 if (CC_LIKELY(pureTranslate)) { 2314 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2315 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2316 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2317 } else { 2318 dirtyLayer(left + bounds.left, top + bounds.top, 2319 left + bounds.right, top + bounds.bottom, *currentTransform()); 2320 } 2321 } 2322 } 2323 2324 bool ignoreTransform = false; 2325 if (CC_LIKELY(pureTranslate)) { 2326 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 2327 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 2328 2329 right = x + right - left; 2330 bottom = y + bottom - top; 2331 left = x; 2332 top = y; 2333 ignoreTransform = true; 2334 } 2335 drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint, 2336 texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2337 GL_TRIANGLES, mesh->indexCount, false, ignoreTransform, 2338 mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads); 2339 } 2340 2341 return DrawGlInfo::kStatusDrew; 2342} 2343 2344/** 2345 * Important note: this method is intended to draw batches of 9-patch objects and 2346 * will not set the scissor enable or dirty the current layer, if any. 2347 * The caller is responsible for properly dirtying the current layer. 2348 */ 2349status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2350 TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) { 2351 mCaches.activeTexture(0); 2352 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2353 if (!texture) return DrawGlInfo::kStatusDone; 2354 const AutoTexture autoCleanup(texture); 2355 2356 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2357 texture->setFilter(GL_LINEAR, true); 2358 2359 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint, 2360 texture->blend, &vertices[0].x, &vertices[0].u, 2361 GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false); 2362 2363 return DrawGlInfo::kStatusDrew; 2364} 2365 2366status_t OpenGLRenderer::drawVertexBuffer(float translateX, float translateY, 2367 const VertexBuffer& vertexBuffer, const SkPaint* paint, bool useOffset) { 2368 // not missing call to quickReject/dirtyLayer, always done at a higher level 2369 if (!vertexBuffer.getVertexCount()) { 2370 // no vertices to draw 2371 return DrawGlInfo::kStatusDone; 2372 } 2373 2374 Rect bounds(vertexBuffer.getBounds()); 2375 bounds.translate(translateX, translateY); 2376 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2377 2378 int color = paint->getColor(); 2379 bool isAA = paint->isAntiAlias(); 2380 2381 setupDraw(); 2382 setupDrawNoTexture(); 2383 if (isAA) setupDrawAA(); 2384 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2385 setupDrawColorFilter(getColorFilter(paint)); 2386 setupDrawShader(getShader(paint)); 2387 setupDrawBlending(paint, isAA); 2388 setupDrawProgram(); 2389 setupDrawModelView(kModelViewMode_Translate, useOffset, translateX, translateY, 0, 0); 2390 setupDrawColorUniforms(getShader(paint)); 2391 setupDrawColorFilterUniforms(getColorFilter(paint)); 2392 setupDrawShaderUniforms(getShader(paint)); 2393 2394 const void* vertices = vertexBuffer.getBuffer(); 2395 bool force = mCaches.unbindMeshBuffer(); 2396 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2397 mCaches.resetTexCoordsVertexPointer(); 2398 2399 2400 int alphaSlot = -1; 2401 if (isAA) { 2402 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2403 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2404 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2405 glEnableVertexAttribArray(alphaSlot); 2406 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2407 } 2408 2409 const VertexBuffer::Mode mode = vertexBuffer.getMode(); 2410 if (mode == VertexBuffer::kStandard) { 2411 mCaches.unbindIndicesBuffer(); 2412 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2413 } else if (mode == VertexBuffer::kOnePolyRingShadow) { 2414 mCaches.bindShadowIndicesBuffer(); 2415 glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0); 2416 } else if (mode == VertexBuffer::kTwoPolyRingShadow) { 2417 mCaches.bindShadowIndicesBuffer(); 2418 glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0); 2419 } 2420 2421 if (isAA) { 2422 glDisableVertexAttribArray(alphaSlot); 2423 } 2424 2425 return DrawGlInfo::kStatusDrew; 2426} 2427 2428/** 2429 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2430 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2431 * screen space in all directions. However, instead of using a fragment shader to compute the 2432 * translucency of the color from its position, we simply use a varying parameter to define how far 2433 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2434 * 2435 * Doesn't yet support joins, caps, or path effects. 2436 */ 2437status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 2438 VertexBuffer vertexBuffer; 2439 // TODO: try clipping large paths to viewport 2440 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 2441 return drawVertexBuffer(vertexBuffer, paint); 2442} 2443 2444/** 2445 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2446 * and additional geometry for defining an alpha slope perimeter. 2447 * 2448 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2449 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2450 * in-shader alpha region, but found it to be taxing on some GPUs. 2451 * 2452 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2453 * memory transfer by removing need for degenerate vertices. 2454 */ 2455status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 2456 if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2457 2458 count &= ~0x3; // round down to nearest four 2459 2460 VertexBuffer buffer; 2461 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer); 2462 const Rect& bounds = buffer.getBounds(); 2463 2464 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2465 return DrawGlInfo::kStatusDone; 2466 } 2467 2468 bool useOffset = !paint->isAntiAlias(); 2469 return drawVertexBuffer(buffer, paint, useOffset); 2470} 2471 2472status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 2473 if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; 2474 2475 count &= ~0x1; // round down to nearest two 2476 2477 VertexBuffer buffer; 2478 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer); 2479 2480 const Rect& bounds = buffer.getBounds(); 2481 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2482 return DrawGlInfo::kStatusDone; 2483 } 2484 2485 bool useOffset = !paint->isAntiAlias(); 2486 return drawVertexBuffer(buffer, paint, useOffset); 2487} 2488 2489status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2490 // No need to check against the clip, we fill the clip region 2491 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 2492 2493 Rect clip(*currentClipRect()); 2494 clip.snapToPixelBoundaries(); 2495 2496 SkPaint paint; 2497 paint.setColor(color); 2498 paint.setXfermodeMode(mode); 2499 2500 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 2501 2502 return DrawGlInfo::kStatusDrew; 2503} 2504 2505status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2506 const SkPaint* paint) { 2507 if (!texture) return DrawGlInfo::kStatusDone; 2508 const AutoTexture autoCleanup(texture); 2509 2510 const float x = left + texture->left - texture->offset; 2511 const float y = top + texture->top - texture->offset; 2512 2513 drawPathTexture(texture, x, y, paint); 2514 2515 return DrawGlInfo::kStatusDrew; 2516} 2517 2518status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2519 float rx, float ry, const SkPaint* p) { 2520 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) || 2521 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2522 return DrawGlInfo::kStatusDone; 2523 } 2524 2525 if (p->getPathEffect() != 0) { 2526 mCaches.activeTexture(0); 2527 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2528 right - left, bottom - top, rx, ry, p); 2529 return drawShape(left, top, texture, p); 2530 } 2531 2532 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect( 2533 *currentTransform(), *p, right - left, bottom - top, rx, ry); 2534 return drawVertexBuffer(left, top, *vertexBuffer, p); 2535} 2536 2537status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 2538 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(x - radius, y - radius, 2539 x + radius, y + radius, p) || 2540 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2541 return DrawGlInfo::kStatusDone; 2542 } 2543 if (p->getPathEffect() != 0) { 2544 mCaches.activeTexture(0); 2545 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2546 return drawShape(x - radius, y - radius, texture, p); 2547 } 2548 2549 SkPath path; 2550 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2551 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2552 } else { 2553 path.addCircle(x, y, radius); 2554 } 2555 return drawConvexPath(path, p); 2556} 2557 2558status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2559 const SkPaint* p) { 2560 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) || 2561 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2562 return DrawGlInfo::kStatusDone; 2563 } 2564 2565 if (p->getPathEffect() != 0) { 2566 mCaches.activeTexture(0); 2567 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2568 return drawShape(left, top, texture, p); 2569 } 2570 2571 SkPath path; 2572 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2573 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2574 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2575 } 2576 path.addOval(rect); 2577 return drawConvexPath(path, p); 2578} 2579 2580status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2581 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 2582 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) || 2583 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2584 return DrawGlInfo::kStatusDone; 2585 } 2586 2587 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2588 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2589 mCaches.activeTexture(0); 2590 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2591 startAngle, sweepAngle, useCenter, p); 2592 return drawShape(left, top, texture, p); 2593 } 2594 2595 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2596 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2597 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2598 } 2599 2600 SkPath path; 2601 if (useCenter) { 2602 path.moveTo(rect.centerX(), rect.centerY()); 2603 } 2604 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2605 if (useCenter) { 2606 path.close(); 2607 } 2608 return drawConvexPath(path, p); 2609} 2610 2611// See SkPaintDefaults.h 2612#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2613 2614status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 2615 const SkPaint* p) { 2616 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) || 2617 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2618 return DrawGlInfo::kStatusDone; 2619 } 2620 2621 if (p->getStyle() != SkPaint::kFill_Style) { 2622 // only fill style is supported by drawConvexPath, since others have to handle joins 2623 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2624 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2625 mCaches.activeTexture(0); 2626 const PathTexture* texture = 2627 mCaches.pathCache.getRect(right - left, bottom - top, p); 2628 return drawShape(left, top, texture, p); 2629 } 2630 2631 SkPath path; 2632 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2633 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2634 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2635 } 2636 path.addRect(rect); 2637 return drawConvexPath(path, p); 2638 } 2639 2640 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 2641 SkPath path; 2642 path.addRect(left, top, right, bottom); 2643 return drawConvexPath(path, p); 2644 } else { 2645 drawColorRect(left, top, right, bottom, p); 2646 return DrawGlInfo::kStatusDrew; 2647 } 2648} 2649 2650void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 2651 int bytesCount, int count, const float* positions, 2652 FontRenderer& fontRenderer, int alpha, float x, float y) { 2653 mCaches.activeTexture(0); 2654 2655 TextShadow textShadow; 2656 if (!getTextShadow(paint, &textShadow)) { 2657 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 2658 } 2659 2660 // NOTE: The drop shadow will not perform gamma correction 2661 // if shader-based correction is enabled 2662 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2663 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2664 paint, text, bytesCount, count, textShadow.radius, positions); 2665 // If the drop shadow exceeds the max texture size or couldn't be 2666 // allocated, skip drawing 2667 if (!shadow) return; 2668 const AutoTexture autoCleanup(shadow); 2669 2670 const float sx = x - shadow->left + textShadow.dx; 2671 const float sy = y - shadow->top + textShadow.dy; 2672 2673 const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha; 2674 if (getShader(paint)) { 2675 textShadow.color = SK_ColorWHITE; 2676 } 2677 2678 setupDraw(); 2679 setupDrawWithTexture(true); 2680 setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha); 2681 setupDrawColorFilter(getColorFilter(paint)); 2682 setupDrawShader(getShader(paint)); 2683 setupDrawBlending(paint, true); 2684 setupDrawProgram(); 2685 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 2686 sx, sy, sx + shadow->width, sy + shadow->height); 2687 setupDrawTexture(shadow->id); 2688 setupDrawPureColorUniforms(); 2689 setupDrawColorFilterUniforms(getColorFilter(paint)); 2690 setupDrawShaderUniforms(getShader(paint)); 2691 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2692 2693 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2694} 2695 2696bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2697 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2698 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2699} 2700 2701status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2702 const float* positions, const SkPaint* paint) { 2703 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) { 2704 return DrawGlInfo::kStatusDone; 2705 } 2706 2707 // NOTE: Skia does not support perspective transform on drawPosText yet 2708 if (!currentTransform()->isSimple()) { 2709 return DrawGlInfo::kStatusDone; 2710 } 2711 2712 mCaches.enableScissor(); 2713 2714 float x = 0.0f; 2715 float y = 0.0f; 2716 const bool pureTranslate = currentTransform()->isPureTranslate(); 2717 if (pureTranslate) { 2718 x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2719 y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2720 } 2721 2722 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2723 fontRenderer.setFont(paint, SkMatrix::I()); 2724 2725 int alpha; 2726 SkXfermode::Mode mode; 2727 getAlphaAndMode(paint, &alpha, &mode); 2728 2729 if (CC_UNLIKELY(hasTextShadow(paint))) { 2730 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2731 alpha, 0.0f, 0.0f); 2732 } 2733 2734 // Pick the appropriate texture filtering 2735 bool linearFilter = currentTransform()->changesBounds(); 2736 if (pureTranslate && !linearFilter) { 2737 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2738 } 2739 fontRenderer.setTextureFiltering(linearFilter); 2740 2741 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2742 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2743 2744 const bool hasActiveLayer = hasLayer(); 2745 2746 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2747 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2748 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2749 if (hasActiveLayer) { 2750 if (!pureTranslate) { 2751 currentTransform()->mapRect(bounds); 2752 } 2753 dirtyLayerUnchecked(bounds, getRegion()); 2754 } 2755 } 2756 2757 return DrawGlInfo::kStatusDrew; 2758} 2759 2760bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const { 2761 if (CC_LIKELY(transform.isPureTranslate())) { 2762 outMatrix->setIdentity(); 2763 return false; 2764 } else if (CC_UNLIKELY(transform.isPerspective())) { 2765 outMatrix->setIdentity(); 2766 return true; 2767 } 2768 2769 /** 2770 * Input is a non-perspective, scaling transform. Generate a scale-only transform, 2771 * with values rounded to the nearest int. 2772 */ 2773 float sx, sy; 2774 transform.decomposeScale(sx, sy); 2775 outMatrix->setScale( 2776 roundf(fmaxf(1.0f, sx)), 2777 roundf(fmaxf(1.0f, sy))); 2778 return true; 2779} 2780 2781status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2782 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2783 DrawOpMode drawOpMode) { 2784 2785 if (drawOpMode == kDrawOpMode_Immediate) { 2786 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2787 // drawing as ops from DeferredDisplayList are already filtered for these 2788 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) || 2789 quickRejectSetupScissor(bounds)) { 2790 return DrawGlInfo::kStatusDone; 2791 } 2792 } 2793 2794 const float oldX = x; 2795 const float oldY = y; 2796 2797 const mat4& transform = *currentTransform(); 2798 const bool pureTranslate = transform.isPureTranslate(); 2799 2800 if (CC_LIKELY(pureTranslate)) { 2801 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2802 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2803 } 2804 2805 int alpha; 2806 SkXfermode::Mode mode; 2807 getAlphaAndMode(paint, &alpha, &mode); 2808 2809 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2810 2811 if (CC_UNLIKELY(hasTextShadow(paint))) { 2812 fontRenderer.setFont(paint, SkMatrix::I()); 2813 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2814 alpha, oldX, oldY); 2815 } 2816 2817 const bool hasActiveLayer = hasLayer(); 2818 2819 // We only pass a partial transform to the font renderer. That partial 2820 // matrix defines how glyphs are rasterized. Typically we want glyphs 2821 // to be rasterized at their final size on screen, which means the partial 2822 // matrix needs to take the scale factor into account. 2823 // When a partial matrix is used to transform glyphs during rasterization, 2824 // the mesh is generated with the inverse transform (in the case of scale, 2825 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2826 // apply the full transform matrix at draw time in the vertex shader. 2827 // Applying the full matrix in the shader is the easiest way to handle 2828 // rotation and perspective and allows us to always generated quads in the 2829 // font renderer which greatly simplifies the code, clipping in particular. 2830 SkMatrix fontTransform; 2831 bool linearFilter = findBestFontTransform(transform, &fontTransform) 2832 || fabs(y - (int) y) > 0.0f 2833 || fabs(x - (int) x) > 0.0f; 2834 fontRenderer.setFont(paint, fontTransform); 2835 fontRenderer.setTextureFiltering(linearFilter); 2836 2837 // TODO: Implement better clipping for scaled/rotated text 2838 const Rect* clip = !pureTranslate ? NULL : currentClipRect(); 2839 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2840 2841 bool status; 2842 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2843 2844 // don't call issuedrawcommand, do it at end of batch 2845 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2846 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2847 SkPaint paintCopy(*paint); 2848 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2849 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2850 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2851 } else { 2852 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2853 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2854 } 2855 2856 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2857 if (!pureTranslate) { 2858 transform.mapRect(layerBounds); 2859 } 2860 dirtyLayerUnchecked(layerBounds, getRegion()); 2861 } 2862 2863 drawTextDecorations(totalAdvance, oldX, oldY, paint); 2864 2865 return DrawGlInfo::kStatusDrew; 2866} 2867 2868status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 2869 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 2870 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) { 2871 return DrawGlInfo::kStatusDone; 2872 } 2873 2874 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2875 mCaches.enableScissor(); 2876 2877 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2878 fontRenderer.setFont(paint, SkMatrix::I()); 2879 fontRenderer.setTextureFiltering(true); 2880 2881 int alpha; 2882 SkXfermode::Mode mode; 2883 getAlphaAndMode(paint, &alpha, &mode); 2884 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 2885 2886 const Rect* clip = &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 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2892 hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) { 2893 if (hasActiveLayer) { 2894 currentTransform()->mapRect(bounds); 2895 dirtyLayerUnchecked(bounds, getRegion()); 2896 } 2897 } 2898 2899 return DrawGlInfo::kStatusDrew; 2900} 2901 2902status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 2903 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 2904 2905 mCaches.activeTexture(0); 2906 2907 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2908 if (!texture) return DrawGlInfo::kStatusDone; 2909 const AutoTexture autoCleanup(texture); 2910 2911 const float x = texture->left - texture->offset; 2912 const float y = texture->top - texture->offset; 2913 2914 drawPathTexture(texture, x, y, paint); 2915 2916 return DrawGlInfo::kStatusDrew; 2917} 2918 2919status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 2920 if (!layer) { 2921 return DrawGlInfo::kStatusDone; 2922 } 2923 2924 mat4* transform = NULL; 2925 if (layer->isTextureLayer()) { 2926 transform = &layer->getTransform(); 2927 if (!transform->isIdentity()) { 2928 save(SkCanvas::kMatrix_SaveFlag); 2929 concatMatrix(*transform); 2930 } 2931 } 2932 2933 bool clipRequired = false; 2934 const bool rejected = calculateQuickRejectForScissor(x, y, 2935 x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, NULL, false); 2936 2937 if (rejected) { 2938 if (transform && !transform->isIdentity()) { 2939 restore(); 2940 } 2941 return DrawGlInfo::kStatusDone; 2942 } 2943 2944 EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y, 2945 x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired); 2946 2947 updateLayer(layer, true); 2948 2949 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 2950 mCaches.activeTexture(0); 2951 2952 if (CC_LIKELY(!layer->region.isEmpty())) { 2953 if (layer->region.isRect()) { 2954 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2955 composeLayerRect(layer, layer->regionRect)); 2956 } else if (layer->mesh) { 2957 2958 const float a = getLayerAlpha(layer); 2959 setupDraw(); 2960 setupDrawWithTexture(); 2961 setupDrawColor(a, a, a, a); 2962 setupDrawColorFilter(layer->getColorFilter()); 2963 setupDrawBlending(layer); 2964 setupDrawProgram(); 2965 setupDrawPureColorUniforms(); 2966 setupDrawColorFilterUniforms(layer->getColorFilter()); 2967 setupDrawTexture(layer->getTexture()); 2968 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 2969 int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2970 int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2971 2972 layer->setFilter(GL_NEAREST); 2973 setupDrawModelView(kModelViewMode_Translate, false, tx, ty, 2974 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2975 } else { 2976 layer->setFilter(GL_LINEAR); 2977 setupDrawModelView(kModelViewMode_Translate, false, x, y, 2978 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2979 } 2980 2981 TextureVertex* mesh = &layer->mesh[0]; 2982 GLsizei elementsCount = layer->meshElementCount; 2983 2984 while (elementsCount > 0) { 2985 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 2986 2987 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 2988 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2989 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL)); 2990 2991 elementsCount -= drawCount; 2992 // Though there are 4 vertices in a quad, we use 6 indices per 2993 // quad to draw with GL_TRIANGLES 2994 mesh += (drawCount / 6) * 4; 2995 } 2996 2997#if DEBUG_LAYERS_AS_REGIONS 2998 drawRegionRectsDebug(layer->region); 2999#endif 3000 } 3001 3002 if (layer->debugDrawUpdate) { 3003 layer->debugDrawUpdate = false; 3004 3005 SkPaint paint; 3006 paint.setColor(0x7f00ff00); 3007 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint); 3008 } 3009 } 3010 layer->hasDrawnSinceUpdate = true; 3011 3012 if (transform && !transform->isIdentity()) { 3013 restore(); 3014 } 3015 3016 return DrawGlInfo::kStatusDrew; 3017} 3018 3019/////////////////////////////////////////////////////////////////////////////// 3020// Draw filters 3021/////////////////////////////////////////////////////////////////////////////// 3022 3023void OpenGLRenderer::resetPaintFilter() { 3024 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 3025 // comparison, see MergingDrawBatch::canMergeWith 3026 mDrawModifiers.mHasDrawFilter = false; 3027 mDrawModifiers.mPaintFilterClearBits = 0; 3028 mDrawModifiers.mPaintFilterSetBits = 0; 3029} 3030 3031void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 3032 mDrawModifiers.mHasDrawFilter = true; 3033 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3034 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3035} 3036 3037const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) { 3038 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3039 return paint; 3040 } 3041 3042 uint32_t flags = paint->getFlags(); 3043 3044 mFilteredPaint = *paint; 3045 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | 3046 mDrawModifiers.mPaintFilterSetBits); 3047 3048 return &mFilteredPaint; 3049} 3050 3051/////////////////////////////////////////////////////////////////////////////// 3052// Drawing implementation 3053/////////////////////////////////////////////////////////////////////////////// 3054 3055Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 3056 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3057 if (!texture) { 3058 return mCaches.textureCache.get(bitmap); 3059 } 3060 return texture; 3061} 3062 3063void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3064 float x, float y, const SkPaint* paint) { 3065 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) { 3066 return; 3067 } 3068 3069 int alpha; 3070 SkXfermode::Mode mode; 3071 getAlphaAndMode(paint, &alpha, &mode); 3072 3073 setupDraw(); 3074 setupDrawWithTexture(true); 3075 setupDrawAlpha8Color(paint->getColor(), alpha); 3076 setupDrawColorFilter(getColorFilter(paint)); 3077 setupDrawShader(getShader(paint)); 3078 setupDrawBlending(paint, true); 3079 setupDrawProgram(); 3080 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3081 x, y, x + texture->width, y + texture->height); 3082 setupDrawTexture(texture->id); 3083 setupDrawPureColorUniforms(); 3084 setupDrawColorFilterUniforms(getColorFilter(paint)); 3085 setupDrawShaderUniforms(getShader(paint)); 3086 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3087 3088 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3089} 3090 3091// Same values used by Skia 3092#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3093#define kStdUnderline_Offset (1.0f / 9.0f) 3094#define kStdUnderline_Thickness (1.0f / 18.0f) 3095 3096void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, 3097 const SkPaint* paint) { 3098 // Handle underline and strike-through 3099 uint32_t flags = paint->getFlags(); 3100 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3101 SkPaint paintCopy(*paint); 3102 3103 if (CC_LIKELY(underlineWidth > 0.0f)) { 3104 const float textSize = paintCopy.getTextSize(); 3105 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3106 3107 const float left = x; 3108 float top = 0.0f; 3109 3110 int linesCount = 0; 3111 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3112 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3113 3114 const int pointsCount = 4 * linesCount; 3115 float points[pointsCount]; 3116 int currentPoint = 0; 3117 3118 if (flags & SkPaint::kUnderlineText_Flag) { 3119 top = y + textSize * kStdUnderline_Offset; 3120 points[currentPoint++] = left; 3121 points[currentPoint++] = top; 3122 points[currentPoint++] = left + underlineWidth; 3123 points[currentPoint++] = top; 3124 } 3125 3126 if (flags & SkPaint::kStrikeThruText_Flag) { 3127 top = y + textSize * kStdStrikeThru_Offset; 3128 points[currentPoint++] = left; 3129 points[currentPoint++] = top; 3130 points[currentPoint++] = left + underlineWidth; 3131 points[currentPoint++] = top; 3132 } 3133 3134 paintCopy.setStrokeWidth(strokeWidth); 3135 3136 drawLines(&points[0], pointsCount, &paintCopy); 3137 } 3138 } 3139} 3140 3141status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 3142 if (currentSnapshot()->isIgnored()) { 3143 return DrawGlInfo::kStatusDone; 3144 } 3145 3146 return drawColorRects(rects, count, paint, false, true, true); 3147} 3148 3149static void mapPointFakeZ(Vector3& point, const mat4& transformXY, const mat4& transformZ) { 3150 // map z coordinate with true 3d matrix 3151 point.z = transformZ.mapZ(point); 3152 3153 // map x,y coordinates with draw/Skia matrix 3154 transformXY.mapPoint(point.x, point.y); 3155} 3156 3157status_t OpenGLRenderer::drawShadow(float casterAlpha, 3158 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) { 3159 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 3160 3161 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 3162 mCaches.enableScissor(); 3163 3164 SkPaint paint; 3165 paint.setAntiAlias(true); // want to use AlphaVertex 3166 3167 if (ambientShadowVertexBuffer && mAmbientShadowAlpha > 0) { 3168 paint.setARGB(casterAlpha * mAmbientShadowAlpha, 0, 0, 0); 3169 drawVertexBuffer(*ambientShadowVertexBuffer, &paint); 3170 } 3171 3172 if (spotShadowVertexBuffer && mSpotShadowAlpha > 0) { 3173 paint.setARGB(casterAlpha * mSpotShadowAlpha, 0, 0, 0); 3174 drawVertexBuffer(*spotShadowVertexBuffer, &paint); 3175 } 3176 3177 return DrawGlInfo::kStatusDrew; 3178} 3179 3180status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 3181 bool ignoreTransform, bool dirty, bool clip) { 3182 if (count == 0) { 3183 return DrawGlInfo::kStatusDone; 3184 } 3185 3186 int color = paint->getColor(); 3187 // If a shader is set, preserve only the alpha 3188 if (getShader(paint)) { 3189 color |= 0x00ffffff; 3190 } 3191 3192 float left = FLT_MAX; 3193 float top = FLT_MAX; 3194 float right = FLT_MIN; 3195 float bottom = FLT_MIN; 3196 3197 Vertex mesh[count]; 3198 Vertex* vertex = mesh; 3199 3200 for (int index = 0; index < count; index += 4) { 3201 float l = rects[index + 0]; 3202 float t = rects[index + 1]; 3203 float r = rects[index + 2]; 3204 float b = rects[index + 3]; 3205 3206 Vertex::set(vertex++, l, t); 3207 Vertex::set(vertex++, r, t); 3208 Vertex::set(vertex++, l, b); 3209 Vertex::set(vertex++, r, b); 3210 3211 left = fminf(left, l); 3212 top = fminf(top, t); 3213 right = fmaxf(right, r); 3214 bottom = fmaxf(bottom, b); 3215 } 3216 3217 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 3218 return DrawGlInfo::kStatusDone; 3219 } 3220 3221 setupDraw(); 3222 setupDrawNoTexture(); 3223 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3224 setupDrawShader(getShader(paint)); 3225 setupDrawColorFilter(getColorFilter(paint)); 3226 setupDrawBlending(paint); 3227 setupDrawProgram(); 3228 setupDrawDirtyRegionsDisabled(); 3229 setupDrawModelView(kModelViewMode_Translate, false, 3230 0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform); 3231 setupDrawColorUniforms(getShader(paint)); 3232 setupDrawShaderUniforms(getShader(paint)); 3233 setupDrawColorFilterUniforms(getColorFilter(paint)); 3234 3235 if (dirty && hasLayer()) { 3236 dirtyLayer(left, top, right, bottom, *currentTransform()); 3237 } 3238 3239 issueIndexedQuadDraw(&mesh[0], count / 4); 3240 3241 return DrawGlInfo::kStatusDrew; 3242} 3243 3244void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3245 const SkPaint* paint, bool ignoreTransform) { 3246 int color = paint->getColor(); 3247 // If a shader is set, preserve only the alpha 3248 if (getShader(paint)) { 3249 color |= 0x00ffffff; 3250 } 3251 3252 setupDraw(); 3253 setupDrawNoTexture(); 3254 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3255 setupDrawShader(getShader(paint)); 3256 setupDrawColorFilter(getColorFilter(paint)); 3257 setupDrawBlending(paint); 3258 setupDrawProgram(); 3259 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3260 left, top, right, bottom, ignoreTransform); 3261 setupDrawColorUniforms(getShader(paint)); 3262 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3263 setupDrawColorFilterUniforms(getColorFilter(paint)); 3264 setupDrawSimpleMesh(); 3265 3266 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3267} 3268 3269void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3270 Texture* texture, const SkPaint* paint) { 3271 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3272 3273 GLvoid* vertices = (GLvoid*) NULL; 3274 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3275 3276 if (texture->uvMapper) { 3277 vertices = &mMeshVertices[0].x; 3278 texCoords = &mMeshVertices[0].u; 3279 3280 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3281 texture->uvMapper->map(uvs); 3282 3283 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3284 } 3285 3286 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3287 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 3288 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 3289 3290 texture->setFilter(GL_NEAREST, true); 3291 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3292 paint, texture->blend, vertices, texCoords, 3293 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3294 } else { 3295 texture->setFilter(getFilter(paint), true); 3296 drawTextureMesh(left, top, right, bottom, texture->id, paint, 3297 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3298 } 3299 3300 if (texture->uvMapper) { 3301 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3302 } 3303} 3304 3305void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3306 GLuint texture, const SkPaint* paint, bool blend, 3307 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3308 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3309 ModelViewMode modelViewMode, bool dirty) { 3310 3311 int a; 3312 SkXfermode::Mode mode; 3313 getAlphaAndMode(paint, &a, &mode); 3314 const float alpha = a / 255.0f; 3315 3316 setupDraw(); 3317 setupDrawWithTexture(); 3318 setupDrawColor(alpha, alpha, alpha, alpha); 3319 setupDrawColorFilter(getColorFilter(paint)); 3320 setupDrawBlending(paint, blend, swapSrcDst); 3321 setupDrawProgram(); 3322 if (!dirty) setupDrawDirtyRegionsDisabled(); 3323 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3324 setupDrawTexture(texture); 3325 setupDrawPureColorUniforms(); 3326 setupDrawColorFilterUniforms(getColorFilter(paint)); 3327 setupDrawMesh(vertices, texCoords, vbo); 3328 3329 glDrawArrays(drawMode, 0, elementsCount); 3330} 3331 3332void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3333 GLuint texture, const SkPaint* paint, bool blend, 3334 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3335 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3336 ModelViewMode modelViewMode, bool dirty) { 3337 3338 int a; 3339 SkXfermode::Mode mode; 3340 getAlphaAndMode(paint, &a, &mode); 3341 const float alpha = a / 255.0f; 3342 3343 setupDraw(); 3344 setupDrawWithTexture(); 3345 setupDrawColor(alpha, alpha, alpha, alpha); 3346 setupDrawColorFilter(getColorFilter(paint)); 3347 setupDrawBlending(paint, blend, swapSrcDst); 3348 setupDrawProgram(); 3349 if (!dirty) setupDrawDirtyRegionsDisabled(); 3350 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3351 setupDrawTexture(texture); 3352 setupDrawPureColorUniforms(); 3353 setupDrawColorFilterUniforms(getColorFilter(paint)); 3354 setupDrawMeshIndices(vertices, texCoords, vbo); 3355 3356 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3357} 3358 3359void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3360 GLuint texture, const SkPaint* paint, 3361 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3362 bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) { 3363 3364 int color = paint != NULL ? paint->getColor() : 0; 3365 int alpha; 3366 SkXfermode::Mode mode; 3367 getAlphaAndMode(paint, &alpha, &mode); 3368 3369 setupDraw(); 3370 setupDrawWithTexture(true); 3371 if (paint != NULL) { 3372 setupDrawAlpha8Color(color, alpha); 3373 } 3374 setupDrawColorFilter(getColorFilter(paint)); 3375 setupDrawShader(getShader(paint)); 3376 setupDrawBlending(paint, true); 3377 setupDrawProgram(); 3378 if (!dirty) setupDrawDirtyRegionsDisabled(); 3379 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3380 setupDrawTexture(texture); 3381 setupDrawPureColorUniforms(); 3382 setupDrawColorFilterUniforms(getColorFilter(paint)); 3383 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3384 setupDrawMesh(vertices, texCoords); 3385 3386 glDrawArrays(drawMode, 0, elementsCount); 3387} 3388 3389void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3390 ProgramDescription& description, bool swapSrcDst) { 3391 3392 if (mSnapshot->roundRectClipState != NULL /*&& !mSkipOutlineClip*/) { 3393 blend = true; 3394 mDescription.hasRoundRectClip = true; 3395 } 3396 mSkipOutlineClip = true; 3397 3398 if (mCountOverdraw) { 3399 if (!mCaches.blend) glEnable(GL_BLEND); 3400 if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) { 3401 glBlendFunc(GL_ONE, GL_ONE); 3402 } 3403 3404 mCaches.blend = true; 3405 mCaches.lastSrcMode = GL_ONE; 3406 mCaches.lastDstMode = GL_ONE; 3407 3408 return; 3409 } 3410 3411 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3412 3413 if (blend) { 3414 // These blend modes are not supported by OpenGL directly and have 3415 // to be implemented using shaders. Since the shader will perform 3416 // the blending, turn blending off here 3417 // If the blend mode cannot be implemented using shaders, fall 3418 // back to the default SrcOver blend mode instead 3419 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3420 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3421 description.framebufferMode = mode; 3422 description.swapSrcDst = swapSrcDst; 3423 3424 if (mCaches.blend) { 3425 glDisable(GL_BLEND); 3426 mCaches.blend = false; 3427 } 3428 3429 return; 3430 } else { 3431 mode = SkXfermode::kSrcOver_Mode; 3432 } 3433 } 3434 3435 if (!mCaches.blend) { 3436 glEnable(GL_BLEND); 3437 } 3438 3439 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3440 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3441 3442 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3443 glBlendFunc(sourceMode, destMode); 3444 mCaches.lastSrcMode = sourceMode; 3445 mCaches.lastDstMode = destMode; 3446 } 3447 } else if (mCaches.blend) { 3448 glDisable(GL_BLEND); 3449 } 3450 mCaches.blend = blend; 3451} 3452 3453bool OpenGLRenderer::useProgram(Program* program) { 3454 if (!program->isInUse()) { 3455 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3456 program->use(); 3457 mCaches.currentProgram = program; 3458 return false; 3459 } 3460 return true; 3461} 3462 3463void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3464 TextureVertex* v = &mMeshVertices[0]; 3465 TextureVertex::setUV(v++, u1, v1); 3466 TextureVertex::setUV(v++, u2, v1); 3467 TextureVertex::setUV(v++, u1, v2); 3468 TextureVertex::setUV(v++, u2, v2); 3469} 3470 3471void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3472 getAlphaAndModeDirect(paint, alpha, mode); 3473 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3474 // if drawing a layer, ignore the paint's alpha 3475 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3476 } 3477 *alpha *= currentSnapshot()->alpha; 3478} 3479 3480float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 3481 float alpha; 3482 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3483 alpha = mDrawModifiers.mOverrideLayerAlpha; 3484 } else { 3485 alpha = layer->getAlpha() / 255.0f; 3486 } 3487 return alpha * currentSnapshot()->alpha; 3488} 3489 3490}; // namespace uirenderer 3491}; // namespace android 3492