OpenGLRenderer.cpp revision 7564c716bbee6a4825ae747797068d0e7c370c0d
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 <SkPathMeasure.h> 25#include <SkTypeface.h> 26 27#include <utils/Log.h> 28#include <utils/StopWatch.h> 29 30#include <private/hwui/DrawGlInfo.h> 31 32#include <ui/Rect.h> 33 34#include "OpenGLRenderer.h" 35#include "DeferredDisplayList.h" 36#include "DisplayListRenderer.h" 37#include "PathTessellator.h" 38#include "Properties.h" 39#include "Vector.h" 40 41namespace android { 42namespace uirenderer { 43 44/////////////////////////////////////////////////////////////////////////////// 45// Defines 46/////////////////////////////////////////////////////////////////////////////// 47 48#define RAD_TO_DEG (180.0f / 3.14159265f) 49#define MIN_ANGLE 0.001f 50 51#define ALPHA_THRESHOLD 0 52 53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 54 55/////////////////////////////////////////////////////////////////////////////// 56// Globals 57/////////////////////////////////////////////////////////////////////////////// 58 59/** 60 * Structure mapping Skia xfermodes to OpenGL blending factors. 61 */ 62struct Blender { 63 SkXfermode::Mode mode; 64 GLenum src; 65 GLenum dst; 66}; // struct Blender 67 68// In this array, the index of each Blender equals the value of the first 69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 70static const Blender gBlends[] = { 71 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 72 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 73 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 74 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 75 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 76 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 77 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 78 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 79 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 81 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 82 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 83 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 84 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 85 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 86}; 87 88// This array contains the swapped version of each SkXfermode. For instance 89// this array's SrcOver blending mode is actually DstOver. You can refer to 90// createLayer() for more information on the purpose of this array. 91static const Blender gBlendsSwap[] = { 92 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 93 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 94 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 95 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 96 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 97 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 98 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 99 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 100 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 101 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 102 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 103 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 104 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 105 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 106 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 107}; 108 109/////////////////////////////////////////////////////////////////////////////// 110// Constructors/destructor 111/////////////////////////////////////////////////////////////////////////////// 112 113OpenGLRenderer::OpenGLRenderer(): 114 mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) { 115 mDrawModifiers.mShader = NULL; 116 mDrawModifiers.mColorFilter = NULL; 117 mDrawModifiers.mHasShadow = false; 118 mDrawModifiers.mHasDrawFilter = false; 119 120 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 121 122 mFirstSnapshot = new Snapshot; 123 124 mScissorOptimizationDisabled = false; 125} 126 127OpenGLRenderer::~OpenGLRenderer() { 128 // The context has already been destroyed at this point, do not call 129 // GL APIs. All GL state should be kept in Caches.h 130} 131 132void OpenGLRenderer::initProperties() { 133 char property[PROPERTY_VALUE_MAX]; 134 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 135 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 136 INIT_LOGD(" Scissor optimization %s", 137 mScissorOptimizationDisabled ? "disabled" : "enabled"); 138 } else { 139 INIT_LOGD(" Scissor optimization enabled"); 140 } 141} 142 143/////////////////////////////////////////////////////////////////////////////// 144// Setup 145/////////////////////////////////////////////////////////////////////////////// 146 147void OpenGLRenderer::setName(const char* name) { 148 if (name) { 149 mName.setTo(name); 150 } else { 151 mName.clear(); 152 } 153} 154 155const char* OpenGLRenderer::getName() const { 156 return mName.string(); 157} 158 159bool OpenGLRenderer::isDeferred() { 160 return false; 161} 162 163void OpenGLRenderer::setViewport(int width, int height) { 164 initViewport(width, height); 165 166 glDisable(GL_DITHER); 167 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 168 169 glEnableVertexAttribArray(Program::kBindingPosition); 170} 171 172void OpenGLRenderer::initViewport(int width, int height) { 173 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 174 175 mWidth = width; 176 mHeight = height; 177 178 mFirstSnapshot->height = height; 179 mFirstSnapshot->viewport.set(0, 0, width, height); 180} 181 182status_t OpenGLRenderer::prepare(bool opaque) { 183 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 184} 185 186status_t OpenGLRenderer::prepareDirty(float left, float top, 187 float right, float bottom, bool opaque) { 188 mCaches.clearGarbage(); 189 190 mSnapshot = new Snapshot(mFirstSnapshot, 191 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 192 mSnapshot->fbo = getTargetFbo(); 193 mSaveCount = 1; 194 195 mSnapshot->setClip(left, top, right, bottom); 196 mDirtyClip = true; 197 198 updateLayers(); 199 200 discardFramebuffer(left, top, right, bottom); 201 202 syncState(); 203 204 // Functors break the tiling extension in pretty spectacular ways 205 // This ensures we don't use tiling when a functor is going to be 206 // invoked during the frame 207 mSuppressTiling = mCaches.hasRegisteredFunctors(); 208 209 mTilingSnapshot = mSnapshot; 210 startTiling(mTilingSnapshot, true); 211 212 debugOverdraw(true, true); 213 214 return clear(left, top, right, bottom, opaque); 215} 216 217void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 218 // If we know that we are going to redraw the entire framebuffer, 219 // perform a discard to let the driver know we don't need to preserve 220 // the back buffer for this frame. 221 if (mExtensions.hasDiscardFramebuffer() && 222 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 223 const bool isFbo = getTargetFbo() == 0; 224 const GLenum attachments[] = { 225 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 226 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 227 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 228 } 229} 230 231status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 232 if (!opaque) { 233 mCaches.enableScissor(); 234 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 235 glClear(GL_COLOR_BUFFER_BIT); 236 return DrawGlInfo::kStatusDrew; 237 } 238 239 mCaches.resetScissor(); 240 return DrawGlInfo::kStatusDone; 241} 242 243void OpenGLRenderer::syncState() { 244 glViewport(0, 0, mWidth, mHeight); 245 246 if (mCaches.blend) { 247 glEnable(GL_BLEND); 248 } else { 249 glDisable(GL_BLEND); 250 } 251} 252 253void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 254 if (!mSuppressTiling) { 255 Rect* clip = mTilingSnapshot->clipRect; 256 if (s->flags & Snapshot::kFlagFboTarget) { 257 clip = &s->layer->clipRect; 258 } 259 260 startTiling(*clip, s->height, opaque); 261 } 262} 263 264void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) { 265 if (!mSuppressTiling) { 266 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 267 clip.right - clip.left, clip.bottom - clip.top, opaque); 268 } 269} 270 271void OpenGLRenderer::endTiling() { 272 if (!mSuppressTiling) mCaches.endTiling(); 273} 274 275void OpenGLRenderer::finish() { 276 renderOverdraw(); 277 endTiling(); 278 279 // When finish() is invoked on FBO 0 we've reached the end 280 // of the current frame 281 if (getTargetFbo() == 0) { 282 mCaches.pathCache.trim(); 283 } 284 285 if (!suppressErrorChecks()) { 286#if DEBUG_OPENGL 287 GLenum status = GL_NO_ERROR; 288 while ((status = glGetError()) != GL_NO_ERROR) { 289 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 290 switch (status) { 291 case GL_INVALID_ENUM: 292 ALOGE(" GL_INVALID_ENUM"); 293 break; 294 case GL_INVALID_VALUE: 295 ALOGE(" GL_INVALID_VALUE"); 296 break; 297 case GL_INVALID_OPERATION: 298 ALOGE(" GL_INVALID_OPERATION"); 299 break; 300 case GL_OUT_OF_MEMORY: 301 ALOGE(" Out of memory!"); 302 break; 303 } 304 } 305#endif 306 307#if DEBUG_MEMORY_USAGE 308 mCaches.dumpMemoryUsage(); 309#else 310 if (mCaches.getDebugLevel() & kDebugMemory) { 311 mCaches.dumpMemoryUsage(); 312 } 313#endif 314 } 315} 316 317void OpenGLRenderer::interrupt() { 318 if (mCaches.currentProgram) { 319 if (mCaches.currentProgram->isInUse()) { 320 mCaches.currentProgram->remove(); 321 mCaches.currentProgram = NULL; 322 } 323 } 324 mCaches.unbindMeshBuffer(); 325 mCaches.unbindIndicesBuffer(); 326 mCaches.resetVertexPointers(); 327 mCaches.disableTexCoordsVertexArray(); 328 debugOverdraw(false, false); 329} 330 331void OpenGLRenderer::resume() { 332 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 333 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 334 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 335 debugOverdraw(true, false); 336 337 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 338 339 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 340 mCaches.enableScissor(); 341 mCaches.resetScissor(); 342 dirtyClip(); 343 344 mCaches.activeTexture(0); 345 346 mCaches.blend = true; 347 glEnable(GL_BLEND); 348 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 349 glBlendEquation(GL_FUNC_ADD); 350} 351 352void OpenGLRenderer::resumeAfterLayer() { 353 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 354 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 355 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 356 debugOverdraw(true, false); 357 358 mCaches.resetScissor(); 359 dirtyClip(); 360} 361 362void OpenGLRenderer::detachFunctor(Functor* functor) { 363 mFunctors.remove(functor); 364} 365 366void OpenGLRenderer::attachFunctor(Functor* functor) { 367 mFunctors.add(functor); 368} 369 370status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 371 status_t result = DrawGlInfo::kStatusDone; 372 size_t count = mFunctors.size(); 373 374 if (count > 0) { 375 interrupt(); 376 SortedVector<Functor*> functors(mFunctors); 377 mFunctors.clear(); 378 379 DrawGlInfo info; 380 info.clipLeft = 0; 381 info.clipTop = 0; 382 info.clipRight = 0; 383 info.clipBottom = 0; 384 info.isLayer = false; 385 info.width = 0; 386 info.height = 0; 387 memset(info.transform, 0, sizeof(float) * 16); 388 389 for (size_t i = 0; i < count; i++) { 390 Functor* f = functors.itemAt(i); 391 result |= (*f)(DrawGlInfo::kModeProcess, &info); 392 393 if (result & DrawGlInfo::kStatusDraw) { 394 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 395 dirty.unionWith(localDirty); 396 } 397 398 if (result & DrawGlInfo::kStatusInvoke) { 399 mFunctors.add(f); 400 } 401 } 402 resume(); 403 } 404 405 return result; 406} 407 408status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 409 interrupt(); 410 detachFunctor(functor); 411 412 mCaches.enableScissor(); 413 if (mDirtyClip) { 414 setScissorFromClip(); 415 } 416 417 Rect clip(*mSnapshot->clipRect); 418 clip.snapToPixelBoundaries(); 419 420 // Since we don't know what the functor will draw, let's dirty 421 // tne entire clip region 422 if (hasLayer()) { 423 dirtyLayerUnchecked(clip, getRegion()); 424 } 425 426 DrawGlInfo info; 427 info.clipLeft = clip.left; 428 info.clipTop = clip.top; 429 info.clipRight = clip.right; 430 info.clipBottom = clip.bottom; 431 info.isLayer = hasLayer(); 432 info.width = getSnapshot()->viewport.getWidth(); 433 info.height = getSnapshot()->height; 434 getSnapshot()->transform->copyTo(&info.transform[0]); 435 436 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew; 437 438 if (result != DrawGlInfo::kStatusDone) { 439 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 440 dirty.unionWith(localDirty); 441 442 if (result & DrawGlInfo::kStatusInvoke) { 443 mFunctors.add(functor); 444 } 445 } 446 447 resume(); 448 return result; 449} 450 451/////////////////////////////////////////////////////////////////////////////// 452// Debug 453/////////////////////////////////////////////////////////////////////////////// 454 455void OpenGLRenderer::eventMark(const char* name) const { 456 mCaches.eventMark(0, name); 457} 458 459void OpenGLRenderer::startMark(const char* name) const { 460 mCaches.startMark(0, name); 461} 462 463void OpenGLRenderer::endMark() const { 464 mCaches.endMark(); 465} 466 467void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 468 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 469 if (clear) { 470 mCaches.disableScissor(); 471 mCaches.stencil.clear(); 472 } 473 if (enable) { 474 mCaches.stencil.enableDebugWrite(); 475 } else { 476 mCaches.stencil.disable(); 477 } 478 } 479} 480 481void OpenGLRenderer::renderOverdraw() { 482 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 483 const Rect* clip = mTilingSnapshot->clipRect; 484 485 mCaches.enableScissor(); 486 mCaches.setScissor(clip->left, mTilingSnapshot->height - clip->bottom, 487 clip->right - clip->left, clip->bottom - clip->top); 488 489 mCaches.stencil.enableDebugTest(2); 490 drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode); 491 mCaches.stencil.enableDebugTest(3); 492 drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode); 493 mCaches.stencil.enableDebugTest(4); 494 drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode); 495 mCaches.stencil.enableDebugTest(4, true); 496 drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode); 497 mCaches.stencil.disable(); 498 } 499} 500 501/////////////////////////////////////////////////////////////////////////////// 502// Layers 503/////////////////////////////////////////////////////////////////////////////// 504 505bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 506 if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) { 507 OpenGLRenderer* renderer = layer->renderer; 508 Rect& dirty = layer->dirtyRect; 509 510 if (inFrame) { 511 endTiling(); 512 debugOverdraw(false, false); 513 } 514 515 renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight()); 516 renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend()); 517 renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren); 518 renderer->finish(); 519 520 if (inFrame) { 521 resumeAfterLayer(); 522 startTiling(mSnapshot); 523 } 524 525 dirty.setEmpty(); 526 layer->deferredUpdateScheduled = false; 527 layer->renderer = NULL; 528 layer->displayList = NULL; 529 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 530 531 return true; 532 } 533 534 return false; 535} 536 537void OpenGLRenderer::updateLayers() { 538 int count = mLayerUpdates.size(); 539 if (count > 0) { 540 startMark("Layer Updates"); 541 542 // Note: it is very important to update the layers in reverse order 543 for (int i = count - 1; i >= 0; i--) { 544 Layer* layer = mLayerUpdates.itemAt(i); 545 updateLayer(layer, false); 546 mCaches.resourceCache.decrementRefcount(layer); 547 } 548 mLayerUpdates.clear(); 549 550 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 551 endMark(); 552 } 553} 554 555void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 556 if (layer) { 557 mLayerUpdates.push_back(layer); 558 mCaches.resourceCache.incrementRefcount(layer); 559 } 560} 561 562void OpenGLRenderer::clearLayerUpdates() { 563 size_t count = mLayerUpdates.size(); 564 if (count > 0) { 565 mCaches.resourceCache.lock(); 566 for (size_t i = 0; i < count; i++) { 567 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 568 } 569 mCaches.resourceCache.unlock(); 570 mLayerUpdates.clear(); 571 } 572} 573 574/////////////////////////////////////////////////////////////////////////////// 575// State management 576/////////////////////////////////////////////////////////////////////////////// 577 578int OpenGLRenderer::getSaveCount() const { 579 return mSaveCount; 580} 581 582int OpenGLRenderer::save(int flags) { 583 return saveSnapshot(flags); 584} 585 586void OpenGLRenderer::restore() { 587 if (mSaveCount > 1) { 588 restoreSnapshot(); 589 } 590} 591 592void OpenGLRenderer::restoreToCount(int saveCount) { 593 if (saveCount < 1) saveCount = 1; 594 595 while (mSaveCount > saveCount) { 596 restoreSnapshot(); 597 } 598} 599 600int OpenGLRenderer::saveSnapshot(int flags) { 601 mSnapshot = new Snapshot(mSnapshot, flags); 602 return mSaveCount++; 603} 604 605bool OpenGLRenderer::restoreSnapshot() { 606 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 607 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 608 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 609 610 sp<Snapshot> current = mSnapshot; 611 sp<Snapshot> previous = mSnapshot->previous; 612 613 if (restoreOrtho) { 614 Rect& r = previous->viewport; 615 glViewport(r.left, r.top, r.right, r.bottom); 616 mOrthoMatrix.load(current->orthoMatrix); 617 } 618 619 mSaveCount--; 620 mSnapshot = previous; 621 622 if (restoreClip) { 623 dirtyClip(); 624 } 625 626 if (restoreLayer) { 627 composeLayer(current, previous); 628 } 629 630 return restoreClip; 631} 632 633/////////////////////////////////////////////////////////////////////////////// 634// Layers 635/////////////////////////////////////////////////////////////////////////////// 636 637int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 638 int alpha, SkXfermode::Mode mode, int flags) { 639 const GLuint previousFbo = mSnapshot->fbo; 640 const int count = saveSnapshot(flags); 641 642 if (!mSnapshot->isIgnored()) { 643 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 644 } 645 646 return count; 647} 648 649void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 650 const Rect untransformedBounds(bounds); 651 652 currentTransform().mapRect(bounds); 653 654 // Layers only make sense if they are in the framebuffer's bounds 655 if (bounds.intersect(*mSnapshot->clipRect)) { 656 // We cannot work with sub-pixels in this case 657 bounds.snapToPixelBoundaries(); 658 659 // When the layer is not an FBO, we may use glCopyTexImage so we 660 // need to make sure the layer does not extend outside the bounds 661 // of the framebuffer 662 if (!bounds.intersect(mSnapshot->previous->viewport)) { 663 bounds.setEmpty(); 664 } else if (fboLayer) { 665 clip.set(bounds); 666 mat4 inverse; 667 inverse.loadInverse(currentTransform()); 668 inverse.mapRect(clip); 669 clip.snapToPixelBoundaries(); 670 if (clip.intersect(untransformedBounds)) { 671 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 672 bounds.set(untransformedBounds); 673 } else { 674 clip.setEmpty(); 675 } 676 } 677 } else { 678 bounds.setEmpty(); 679 } 680} 681 682int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 683 int alpha, SkXfermode::Mode mode, int flags) { 684 const GLuint previousFbo = mSnapshot->fbo; 685 const int count = saveSnapshot(flags); 686 687 if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 688 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 689 // operations will be able to store and restore the current clip and transform info, and 690 // quick rejection will be correct (for display lists) 691 692 Rect bounds(left, top, right, bottom); 693 Rect clip; 694 calculateLayerBoundsAndClip(bounds, clip, true); 695 696 if (!bounds.isEmpty() && !clip.isEmpty()) { 697 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 698 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 699 } 700 } 701 702 return count; 703} 704 705 706/** 707 * Layers are viewed by Skia are slightly different than layers in image editing 708 * programs (for instance.) When a layer is created, previously created layers 709 * and the frame buffer still receive every drawing command. For instance, if a 710 * layer is created and a shape intersecting the bounds of the layers and the 711 * framebuffer is draw, the shape will be drawn on both (unless the layer was 712 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 713 * 714 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 715 * texture. Unfortunately, this is inefficient as it requires every primitive to 716 * be drawn n + 1 times, where n is the number of active layers. In practice this 717 * means, for every primitive: 718 * - Switch active frame buffer 719 * - Change viewport, clip and projection matrix 720 * - Issue the drawing 721 * 722 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 723 * To avoid this, layers are implemented in a different way here, at least in the 724 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 725 * is set. When this flag is set we can redirect all drawing operations into a 726 * single FBO. 727 * 728 * This implementation relies on the frame buffer being at least RGBA 8888. When 729 * a layer is created, only a texture is created, not an FBO. The content of the 730 * frame buffer contained within the layer's bounds is copied into this texture 731 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 732 * buffer and drawing continues as normal. This technique therefore treats the 733 * frame buffer as a scratch buffer for the layers. 734 * 735 * To compose the layers back onto the frame buffer, each layer texture 736 * (containing the original frame buffer data) is drawn as a simple quad over 737 * the frame buffer. The trick is that the quad is set as the composition 738 * destination in the blending equation, and the frame buffer becomes the source 739 * of the composition. 740 * 741 * Drawing layers with an alpha value requires an extra step before composition. 742 * An empty quad is drawn over the layer's region in the frame buffer. This quad 743 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 744 * quad is used to multiply the colors in the frame buffer. This is achieved by 745 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 746 * GL_ZERO, GL_SRC_ALPHA. 747 * 748 * Because glCopyTexImage2D() can be slow, an alternative implementation might 749 * be use to draw a single clipped layer. The implementation described above 750 * is correct in every case. 751 * 752 * (1) The frame buffer is actually not cleared right away. To allow the GPU 753 * to potentially optimize series of calls to glCopyTexImage2D, the frame 754 * buffer is left untouched until the first drawing operation. Only when 755 * something actually gets drawn are the layers regions cleared. 756 */ 757bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 758 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 759 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 760 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 761 762 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 763 764 // Window coordinates of the layer 765 Rect clip; 766 Rect bounds(left, top, right, bottom); 767 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 768 769 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 770 bounds.getHeight() > mCaches.maxTextureSize || 771 (fboLayer && clip.isEmpty())) { 772 mSnapshot->empty = fboLayer; 773 } else { 774 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 775 } 776 777 // Bail out if we won't draw in this snapshot 778 if (mSnapshot->invisible || mSnapshot->empty) { 779 return false; 780 } 781 782 mCaches.activeTexture(0); 783 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 784 if (!layer) { 785 return false; 786 } 787 788 layer->setAlpha(alpha, mode); 789 layer->layer.set(bounds); 790 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 791 bounds.getWidth() / float(layer->getWidth()), 0.0f); 792 layer->setColorFilter(mDrawModifiers.mColorFilter); 793 layer->setBlend(true); 794 layer->setDirty(false); 795 796 // Save the layer in the snapshot 797 mSnapshot->flags |= Snapshot::kFlagIsLayer; 798 mSnapshot->layer = layer; 799 800 if (fboLayer) { 801 return createFboLayer(layer, bounds, clip, previousFbo); 802 } else { 803 // Copy the framebuffer into the layer 804 layer->bindTexture(); 805 if (!bounds.isEmpty()) { 806 if (layer->isEmpty()) { 807 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 808 bounds.left, mSnapshot->height - bounds.bottom, 809 layer->getWidth(), layer->getHeight(), 0); 810 layer->setEmpty(false); 811 } else { 812 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 813 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 814 } 815 816 // Enqueue the buffer coordinates to clear the corresponding region later 817 mLayers.push(new Rect(bounds)); 818 } 819 } 820 821 return true; 822} 823 824bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 825 layer->clipRect.set(clip); 826 layer->setFbo(mCaches.fboCache.get()); 827 828 mSnapshot->region = &mSnapshot->layer->region; 829 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer | 830 Snapshot::kFlagDirtyOrtho; 831 mSnapshot->fbo = layer->getFbo(); 832 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 833 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 834 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 835 mSnapshot->height = bounds.getHeight(); 836 mSnapshot->orthoMatrix.load(mOrthoMatrix); 837 838 endTiling(); 839 debugOverdraw(false, false); 840 // Bind texture to FBO 841 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 842 layer->bindTexture(); 843 844 // Initialize the texture if needed 845 if (layer->isEmpty()) { 846 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 847 layer->setEmpty(false); 848 } 849 850 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 851 layer->getTexture(), 0); 852 853 startTiling(mSnapshot, true); 854 855 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 856 mCaches.enableScissor(); 857 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 858 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 859 glClear(GL_COLOR_BUFFER_BIT); 860 861 dirtyClip(); 862 863 // Change the ortho projection 864 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 865 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 866 867 return true; 868} 869 870/** 871 * Read the documentation of createLayer() before doing anything in this method. 872 */ 873void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 874 if (!current->layer) { 875 ALOGE("Attempting to compose a layer that does not exist"); 876 return; 877 } 878 879 Layer* layer = current->layer; 880 const Rect& rect = layer->layer; 881 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 882 883 if (fboLayer) { 884 endTiling(); 885 886 // Detach the texture from the FBO 887 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 888 889 layer->removeFbo(false); 890 891 // Unbind current FBO and restore previous one 892 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 893 debugOverdraw(true, false); 894 895 startTiling(previous); 896 } 897 898 if (!fboLayer && layer->getAlpha() < 255) { 899 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 900 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 901 // Required below, composeLayerRect() will divide by 255 902 layer->setAlpha(255); 903 } 904 905 mCaches.unbindMeshBuffer(); 906 907 mCaches.activeTexture(0); 908 909 // When the layer is stored in an FBO, we can save a bit of fillrate by 910 // drawing only the dirty region 911 if (fboLayer) { 912 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 913 if (layer->getColorFilter()) { 914 setupColorFilter(layer->getColorFilter()); 915 } 916 composeLayerRegion(layer, rect); 917 if (layer->getColorFilter()) { 918 resetColorFilter(); 919 } 920 } else if (!rect.isEmpty()) { 921 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 922 composeLayerRect(layer, rect, true); 923 } 924 925 dirtyClip(); 926 927 // Failing to add the layer to the cache should happen only if the layer is too large 928 if (!mCaches.layerCache.put(layer)) { 929 LAYER_LOGD("Deleting layer"); 930 Caches::getInstance().resourceCache.decrementRefcount(layer); 931 } 932} 933 934void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 935 float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha; 936 937 setupDraw(); 938 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 939 setupDrawWithTexture(); 940 } else { 941 setupDrawWithExternalTexture(); 942 } 943 setupDrawTextureTransform(); 944 setupDrawColor(alpha, alpha, alpha, alpha); 945 setupDrawColorFilter(); 946 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 947 setupDrawProgram(); 948 setupDrawPureColorUniforms(); 949 setupDrawColorFilterUniforms(); 950 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 951 setupDrawTexture(layer->getTexture()); 952 } else { 953 setupDrawExternalTexture(layer->getTexture()); 954 } 955 if (currentTransform().isPureTranslate() && 956 layer->getWidth() == (uint32_t) rect.getWidth() && 957 layer->getHeight() == (uint32_t) rect.getHeight()) { 958 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 959 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 960 961 layer->setFilter(GL_NEAREST); 962 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 963 } else { 964 layer->setFilter(GL_LINEAR); 965 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 966 } 967 setupDrawTextureTransformUniforms(layer->getTexTransform()); 968 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 969 970 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 971 972 finishDrawTexture(); 973} 974 975void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 976 if (!layer->isTextureLayer()) { 977 const Rect& texCoords = layer->texCoords; 978 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 979 texCoords.right, texCoords.bottom); 980 981 float x = rect.left; 982 float y = rect.top; 983 bool simpleTransform = currentTransform().isPureTranslate() && 984 layer->getWidth() == (uint32_t) rect.getWidth() && 985 layer->getHeight() == (uint32_t) rect.getHeight(); 986 987 if (simpleTransform) { 988 // When we're swapping, the layer is already in screen coordinates 989 if (!swap) { 990 x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 991 y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 992 } 993 994 layer->setFilter(GL_NEAREST, true); 995 } else { 996 layer->setFilter(GL_LINEAR, true); 997 } 998 999 float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha; 1000 bool blend = layer->isBlend() || alpha < 1.0f; 1001 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1002 layer->getTexture(), alpha, layer->getMode(), blend, 1003 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1004 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1005 1006 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1007 } else { 1008 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1009 drawTextureLayer(layer, rect); 1010 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1011 } 1012} 1013 1014void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1015 if (layer->region.isRect()) { 1016 layer->setRegionAsRect(); 1017 1018 composeLayerRect(layer, layer->regionRect); 1019 1020 layer->region.clear(); 1021 return; 1022 } 1023 1024 // TODO: See LayerRenderer.cpp::generateMesh() for important 1025 // information about this implementation 1026 if (CC_LIKELY(!layer->region.isEmpty())) { 1027 size_t count; 1028 const android::Rect* rects; 1029 Region safeRegion; 1030 if (CC_LIKELY(hasRectToRectTransform())) { 1031 rects = layer->region.getArray(&count); 1032 } else { 1033 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1034 rects = safeRegion.getArray(&count); 1035 } 1036 1037 const float alpha = layer->getAlpha() / 255.0f * mSnapshot->alpha; 1038 const float texX = 1.0f / float(layer->getWidth()); 1039 const float texY = 1.0f / float(layer->getHeight()); 1040 const float height = rect.getHeight(); 1041 1042 setupDraw(); 1043 1044 // We must get (and therefore bind) the region mesh buffer 1045 // after we setup drawing in case we need to mess with the 1046 // stencil buffer in setupDraw() 1047 TextureVertex* mesh = mCaches.getRegionMesh(); 1048 GLsizei numQuads = 0; 1049 1050 setupDrawWithTexture(); 1051 setupDrawColor(alpha, alpha, alpha, alpha); 1052 setupDrawColorFilter(); 1053 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1054 setupDrawProgram(); 1055 setupDrawDirtyRegionsDisabled(); 1056 setupDrawPureColorUniforms(); 1057 setupDrawColorFilterUniforms(); 1058 setupDrawTexture(layer->getTexture()); 1059 if (currentTransform().isPureTranslate()) { 1060 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1061 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1062 1063 layer->setFilter(GL_NEAREST); 1064 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1065 } else { 1066 layer->setFilter(GL_LINEAR); 1067 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1068 } 1069 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 1070 1071 for (size_t i = 0; i < count; i++) { 1072 const android::Rect* r = &rects[i]; 1073 1074 const float u1 = r->left * texX; 1075 const float v1 = (height - r->top) * texY; 1076 const float u2 = r->right * texX; 1077 const float v2 = (height - r->bottom) * texY; 1078 1079 // TODO: Reject quads outside of the clip 1080 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1081 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1082 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1083 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1084 1085 numQuads++; 1086 1087 if (numQuads >= REGION_MESH_QUAD_COUNT) { 1088 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 1089 numQuads = 0; 1090 mesh = mCaches.getRegionMesh(); 1091 } 1092 } 1093 1094 if (numQuads > 0) { 1095 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 1096 } 1097 1098 finishDrawTexture(); 1099 1100#if DEBUG_LAYERS_AS_REGIONS 1101 drawRegionRects(layer->region); 1102#endif 1103 1104 layer->region.clear(); 1105 } 1106} 1107 1108void OpenGLRenderer::drawRegionRects(const Region& region) { 1109#if DEBUG_LAYERS_AS_REGIONS 1110 size_t count; 1111 const android::Rect* rects = region.getArray(&count); 1112 1113 uint32_t colors[] = { 1114 0x7fff0000, 0x7f00ff00, 1115 0x7f0000ff, 0x7fff00ff, 1116 }; 1117 1118 int offset = 0; 1119 int32_t top = rects[0].top; 1120 1121 for (size_t i = 0; i < count; i++) { 1122 if (top != rects[i].top) { 1123 offset ^= 0x2; 1124 top = rects[i].top; 1125 } 1126 1127 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1128 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1129 SkXfermode::kSrcOver_Mode); 1130 } 1131#endif 1132} 1133 1134void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color, 1135 SkXfermode::Mode mode, bool dirty) { 1136 int count = 0; 1137 Vector<float> rects; 1138 1139 SkRegion::Iterator it(region); 1140 while (!it.done()) { 1141 const SkIRect& r = it.rect(); 1142 rects.push(r.fLeft); 1143 rects.push(r.fTop); 1144 rects.push(r.fRight); 1145 rects.push(r.fBottom); 1146 count += 4; 1147 it.next(); 1148 } 1149 1150 drawColorRects(rects.array(), count, color, mode, true, dirty, false); 1151} 1152 1153void OpenGLRenderer::dirtyLayer(const float left, const float top, 1154 const float right, const float bottom, const mat4 transform) { 1155 if (hasLayer()) { 1156 Rect bounds(left, top, right, bottom); 1157 transform.mapRect(bounds); 1158 dirtyLayerUnchecked(bounds, getRegion()); 1159 } 1160} 1161 1162void OpenGLRenderer::dirtyLayer(const float left, const float top, 1163 const float right, const float bottom) { 1164 if (hasLayer()) { 1165 Rect bounds(left, top, right, bottom); 1166 dirtyLayerUnchecked(bounds, getRegion()); 1167 } 1168} 1169 1170void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1171 if (bounds.intersect(*mSnapshot->clipRect)) { 1172 bounds.snapToPixelBoundaries(); 1173 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1174 if (!dirty.isEmpty()) { 1175 region->orSelf(dirty); 1176 } 1177 } 1178} 1179 1180void OpenGLRenderer::clearLayerRegions() { 1181 const size_t count = mLayers.size(); 1182 if (count == 0) return; 1183 1184 if (!mSnapshot->isIgnored()) { 1185 // Doing several glScissor/glClear here can negatively impact 1186 // GPUs with a tiler architecture, instead we draw quads with 1187 // the Clear blending mode 1188 1189 // The list contains bounds that have already been clipped 1190 // against their initial clip rect, and the current clip 1191 // is likely different so we need to disable clipping here 1192 bool scissorChanged = mCaches.disableScissor(); 1193 1194 Vertex mesh[count * 6]; 1195 Vertex* vertex = mesh; 1196 1197 for (uint32_t i = 0; i < count; i++) { 1198 Rect* bounds = mLayers.itemAt(i); 1199 1200 Vertex::set(vertex++, bounds->left, bounds->bottom); 1201 Vertex::set(vertex++, bounds->left, bounds->top); 1202 Vertex::set(vertex++, bounds->right, bounds->top); 1203 Vertex::set(vertex++, bounds->left, bounds->bottom); 1204 Vertex::set(vertex++, bounds->right, bounds->top); 1205 Vertex::set(vertex++, bounds->right, bounds->bottom); 1206 1207 delete bounds; 1208 } 1209 // We must clear the list of dirty rects before we 1210 // call setupDraw() to prevent stencil setup to do 1211 // the same thing again 1212 mLayers.clear(); 1213 1214 setupDraw(false); 1215 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1216 setupDrawBlending(true, SkXfermode::kClear_Mode); 1217 setupDrawProgram(); 1218 setupDrawPureColorUniforms(); 1219 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1220 setupDrawVertices(&mesh[0].position[0]); 1221 1222 glDrawArrays(GL_TRIANGLES, 0, count * 6); 1223 1224 if (scissorChanged) mCaches.enableScissor(); 1225 } else { 1226 for (uint32_t i = 0; i < count; i++) { 1227 delete mLayers.itemAt(i); 1228 } 1229 mLayers.clear(); 1230 } 1231} 1232 1233/////////////////////////////////////////////////////////////////////////////// 1234// State Deferral 1235/////////////////////////////////////////////////////////////////////////////// 1236 1237bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1238 const Rect& currentClip = *(mSnapshot->clipRect); 1239 const mat4& currentMatrix = *(mSnapshot->transform); 1240 1241 if (stateDeferFlags & kStateDeferFlag_Draw) { 1242 // state has bounds initialized in local coordinates 1243 if (!state.mBounds.isEmpty()) { 1244 currentMatrix.mapRect(state.mBounds); 1245 if (!state.mBounds.intersect(currentClip)) { 1246 // quick rejected 1247 return true; 1248 } 1249 } else { 1250 state.mBounds.set(currentClip); 1251 } 1252 state.mDrawModifiers = mDrawModifiers; 1253 state.mAlpha = mSnapshot->alpha; 1254 } 1255 1256 if (stateDeferFlags & kStateDeferFlag_Clip) { 1257 state.mClip.set(currentClip); 1258 } else { 1259 state.mClip.setEmpty(); 1260 } 1261 1262 // transform always deferred 1263 state.mMatrix.load(currentMatrix); 1264 return false; 1265} 1266 1267void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, int stateDeferFlags) { 1268 currentTransform().load(state.mMatrix); 1269 1270 if (stateDeferFlags & kStateDeferFlag_Draw) { 1271 mDrawModifiers = state.mDrawModifiers; 1272 mSnapshot->alpha = state.mAlpha; 1273 } 1274 1275 if (!state.mClip.isEmpty()) { 1276 mSnapshot->setClip(state.mClip.left, state.mClip.top, state.mClip.right, state.mClip.bottom); 1277 dirtyClip(); 1278 } 1279} 1280 1281/////////////////////////////////////////////////////////////////////////////// 1282// Transforms 1283/////////////////////////////////////////////////////////////////////////////// 1284 1285void OpenGLRenderer::translate(float dx, float dy) { 1286 currentTransform().translate(dx, dy, 0.0f); 1287} 1288 1289void OpenGLRenderer::rotate(float degrees) { 1290 currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f); 1291} 1292 1293void OpenGLRenderer::scale(float sx, float sy) { 1294 currentTransform().scale(sx, sy, 1.0f); 1295} 1296 1297void OpenGLRenderer::skew(float sx, float sy) { 1298 currentTransform().skew(sx, sy); 1299} 1300 1301void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1302 if (matrix) { 1303 currentTransform().load(*matrix); 1304 } else { 1305 currentTransform().loadIdentity(); 1306 } 1307} 1308 1309bool OpenGLRenderer::hasRectToRectTransform() { 1310 return CC_LIKELY(currentTransform().rectToRect()); 1311} 1312 1313void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1314 currentTransform().copyTo(*matrix); 1315} 1316 1317void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1318 SkMatrix transform; 1319 currentTransform().copyTo(transform); 1320 transform.preConcat(*matrix); 1321 currentTransform().load(transform); 1322} 1323 1324/////////////////////////////////////////////////////////////////////////////// 1325// Clipping 1326/////////////////////////////////////////////////////////////////////////////// 1327 1328void OpenGLRenderer::setScissorFromClip() { 1329 Rect clip(*mSnapshot->clipRect); 1330 clip.snapToPixelBoundaries(); 1331 1332 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1333 clip.getWidth(), clip.getHeight())) { 1334 mDirtyClip = false; 1335 } 1336} 1337 1338void OpenGLRenderer::ensureStencilBuffer() { 1339 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1340 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1341 // just hope we have one when hasLayer() returns false. 1342 if (hasLayer()) { 1343 attachStencilBufferToLayer(mSnapshot->layer); 1344 } 1345} 1346 1347void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1348 // The layer's FBO is already bound when we reach this stage 1349 if (!layer->getStencilRenderBuffer()) { 1350 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1351 // is attached after we initiated tiling. We must turn it off, 1352 // attach the new render buffer then turn tiling back on 1353 endTiling(); 1354 1355 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1356 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1357 layer->setStencilRenderBuffer(buffer); 1358 1359 startTiling(layer->clipRect, layer->layer.getHeight()); 1360 } 1361} 1362 1363void OpenGLRenderer::setStencilFromClip() { 1364 if (!mCaches.debugOverdraw) { 1365 if (!mSnapshot->clipRegion->isEmpty()) { 1366 // NOTE: The order here is important, we must set dirtyClip to false 1367 // before any draw call to avoid calling back into this method 1368 mDirtyClip = false; 1369 1370 ensureStencilBuffer(); 1371 1372 mCaches.stencil.enableWrite(); 1373 1374 // Clear the stencil but first make sure we restrict drawing 1375 // to the region's bounds 1376 bool resetScissor = mCaches.enableScissor(); 1377 if (resetScissor) { 1378 // The scissor was not set so we now need to update it 1379 setScissorFromClip(); 1380 } 1381 mCaches.stencil.clear(); 1382 if (resetScissor) mCaches.disableScissor(); 1383 1384 // NOTE: We could use the region contour path to generate a smaller mesh 1385 // Since we are using the stencil we could use the red book path 1386 // drawing technique. It might increase bandwidth usage though. 1387 1388 // The last parameter is important: we are not drawing in the color buffer 1389 // so we don't want to dirty the current layer, if any 1390 drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false); 1391 1392 mCaches.stencil.enableTest(); 1393 1394 // Draw the region used to generate the stencil if the appropriate debug 1395 // mode is enabled 1396 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1397 drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode); 1398 } 1399 } else { 1400 mCaches.stencil.disable(); 1401 } 1402 } 1403} 1404 1405const Rect& OpenGLRenderer::getClipBounds() { 1406 return mSnapshot->getLocalClip(); 1407} 1408 1409bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) { 1410 if (mSnapshot->isIgnored()) { 1411 return true; 1412 } 1413 1414 Rect r(left, top, right, bottom); 1415 currentTransform().mapRect(r); 1416 r.snapToPixelBoundaries(); 1417 1418 Rect clipRect(*mSnapshot->clipRect); 1419 clipRect.snapToPixelBoundaries(); 1420 1421 return !clipRect.intersects(r); 1422} 1423 1424bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1425 Rect& transformed, Rect& clip) { 1426 if (mSnapshot->isIgnored()) { 1427 return true; 1428 } 1429 1430 transformed.set(left, top, right, bottom); 1431 currentTransform().mapRect(transformed); 1432 transformed.snapToPixelBoundaries(); 1433 1434 clip.set(*mSnapshot->clipRect); 1435 clip.snapToPixelBoundaries(); 1436 1437 return !clip.intersects(transformed); 1438} 1439 1440bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, 1441 SkPaint* paint) { 1442 if (paint->getStyle() != SkPaint::kFill_Style) { 1443 float outset = paint->getStrokeWidth() * 0.5f; 1444 return quickReject(left - outset, top - outset, right + outset, bottom + outset); 1445 } else { 1446 return quickReject(left, top, right, bottom); 1447 } 1448} 1449 1450bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1451 if (mSnapshot->isIgnored() || bottom <= top || right <= left) { 1452 return true; 1453 } 1454 1455 Rect r(left, top, right, bottom); 1456 currentTransform().mapRect(r); 1457 r.snapToPixelBoundaries(); 1458 1459 Rect clipRect(*mSnapshot->clipRect); 1460 clipRect.snapToPixelBoundaries(); 1461 1462 bool rejected = !clipRect.intersects(r); 1463 if (!isDeferred() && !rejected) { 1464 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r)); 1465 } 1466 1467 return rejected; 1468} 1469 1470void OpenGLRenderer::debugClip() { 1471#if DEBUG_CLIP_REGIONS 1472 if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) { 1473 drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode); 1474 } 1475#endif 1476} 1477 1478bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1479 if (CC_LIKELY(currentTransform().rectToRect())) { 1480 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1481 if (clipped) { 1482 dirtyClip(); 1483 } 1484 return !mSnapshot->clipRect->isEmpty(); 1485 } 1486 1487 SkPath path; 1488 path.addRect(left, top, right, bottom); 1489 1490 return clipPath(&path, op); 1491} 1492 1493bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) { 1494 SkMatrix transform; 1495 currentTransform().copyTo(transform); 1496 1497 SkPath transformed; 1498 path->transform(transform, &transformed); 1499 1500 SkRegion clip; 1501 if (!mSnapshot->clipRegion->isEmpty()) { 1502 clip.setRegion(*mSnapshot->clipRegion); 1503 } else { 1504 Rect* bounds = mSnapshot->clipRect; 1505 clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom); 1506 } 1507 1508 SkRegion region; 1509 region.setPath(transformed, clip); 1510 1511 bool clipped = mSnapshot->clipRegionTransformed(region, op); 1512 if (clipped) { 1513 dirtyClip(); 1514 } 1515 return !mSnapshot->clipRect->isEmpty(); 1516} 1517 1518bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) { 1519 bool clipped = mSnapshot->clipRegionTransformed(*region, op); 1520 if (clipped) { 1521 dirtyClip(); 1522 } 1523 return !mSnapshot->clipRect->isEmpty(); 1524} 1525 1526Rect* OpenGLRenderer::getClipRect() { 1527 return mSnapshot->clipRect; 1528} 1529 1530/////////////////////////////////////////////////////////////////////////////// 1531// Drawing commands 1532/////////////////////////////////////////////////////////////////////////////// 1533 1534void OpenGLRenderer::setupDraw(bool clear) { 1535 // TODO: It would be best if we could do this before quickReject() 1536 // changes the scissor test state 1537 if (clear) clearLayerRegions(); 1538 // Make sure setScissor & setStencil happen at the beginning of 1539 // this method 1540 if (mDirtyClip) { 1541 if (mCaches.scissorEnabled) { 1542 setScissorFromClip(); 1543 } 1544 setStencilFromClip(); 1545 } 1546 1547 mDescription.reset(); 1548 1549 mSetShaderColor = false; 1550 mColorSet = false; 1551 mColorA = mColorR = mColorG = mColorB = 0.0f; 1552 mTextureUnit = 0; 1553 mTrackDirtyRegions = true; 1554 1555 // Enable debug highlight when what we're about to draw is tested against 1556 // the stencil buffer and if stencil highlight debugging is on 1557 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1558 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1559 mCaches.stencil.isTestEnabled(); 1560} 1561 1562void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1563 mDescription.hasTexture = true; 1564 mDescription.hasAlpha8Texture = isAlpha8; 1565} 1566 1567void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1568 mDescription.hasTexture = true; 1569 mDescription.hasColors = true; 1570 mDescription.hasAlpha8Texture = isAlpha8; 1571} 1572 1573void OpenGLRenderer::setupDrawWithExternalTexture() { 1574 mDescription.hasExternalTexture = true; 1575} 1576 1577void OpenGLRenderer::setupDrawNoTexture() { 1578 mCaches.disableTexCoordsVertexArray(); 1579} 1580 1581void OpenGLRenderer::setupDrawAA() { 1582 mDescription.isAA = true; 1583} 1584 1585void OpenGLRenderer::setupDrawPoint(float pointSize) { 1586 mDescription.isPoint = true; 1587 mDescription.pointSize = pointSize; 1588} 1589 1590void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1591 mColorA = alpha / 255.0f; 1592 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1593 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1594 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1595 mColorSet = true; 1596 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1597} 1598 1599void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1600 mColorA = alpha / 255.0f; 1601 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1602 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1603 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1604 mColorSet = true; 1605 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1606} 1607 1608void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1609 mCaches.fontRenderer->describe(mDescription, paint); 1610} 1611 1612void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1613 mColorA = a; 1614 mColorR = r; 1615 mColorG = g; 1616 mColorB = b; 1617 mColorSet = true; 1618 mSetShaderColor = mDescription.setColor(r, g, b, a); 1619} 1620 1621void OpenGLRenderer::setupDrawShader() { 1622 if (mDrawModifiers.mShader) { 1623 mDrawModifiers.mShader->describe(mDescription, mExtensions); 1624 } 1625} 1626 1627void OpenGLRenderer::setupDrawColorFilter() { 1628 if (mDrawModifiers.mColorFilter) { 1629 mDrawModifiers.mColorFilter->describe(mDescription, mExtensions); 1630 } 1631} 1632 1633void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1634 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1635 mColorA = 1.0f; 1636 mColorR = mColorG = mColorB = 0.0f; 1637 mSetShaderColor = mDescription.modulate = true; 1638 } 1639} 1640 1641void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1642 // When the blending mode is kClear_Mode, we need to use a modulate color 1643 // argb=1,0,0,0 1644 accountForClear(mode); 1645 bool blend = (mColorSet && mColorA < 1.0f) || 1646 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()); 1647 chooseBlending(blend, mode, mDescription, swapSrcDst); 1648} 1649 1650void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1651 // When the blending mode is kClear_Mode, we need to use a modulate color 1652 // argb=1,0,0,0 1653 accountForClear(mode); 1654 blend |= (mColorSet && mColorA < 1.0f) || 1655 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || 1656 (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend()); 1657 chooseBlending(blend, mode, mDescription, swapSrcDst); 1658} 1659 1660void OpenGLRenderer::setupDrawProgram() { 1661 useProgram(mCaches.programCache.get(mDescription)); 1662} 1663 1664void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1665 mTrackDirtyRegions = false; 1666} 1667 1668void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1669 bool ignoreTransform) { 1670 mModelView.loadTranslate(left, top, 0.0f); 1671 if (!ignoreTransform) { 1672 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1673 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform()); 1674 } else { 1675 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1676 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1677 } 1678} 1679 1680void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1681 mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset); 1682} 1683 1684void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1685 bool ignoreTransform, bool ignoreModelView) { 1686 if (!ignoreModelView) { 1687 mModelView.loadTranslate(left, top, 0.0f); 1688 mModelView.scale(right - left, bottom - top, 1.0f); 1689 } else { 1690 mModelView.loadIdentity(); 1691 } 1692 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1693 if (!ignoreTransform) { 1694 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1695 if (mTrackDirtyRegions && dirty) { 1696 dirtyLayer(left, top, right, bottom, currentTransform()); 1697 } 1698 } else { 1699 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1700 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1701 } 1702} 1703 1704void OpenGLRenderer::setupDrawPointUniforms() { 1705 int slot = mCaches.currentProgram->getUniform("pointSize"); 1706 glUniform1f(slot, mDescription.pointSize); 1707} 1708 1709void OpenGLRenderer::setupDrawColorUniforms() { 1710 if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) { 1711 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1712 } 1713} 1714 1715void OpenGLRenderer::setupDrawPureColorUniforms() { 1716 if (mSetShaderColor) { 1717 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1718 } 1719} 1720 1721void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1722 if (mDrawModifiers.mShader) { 1723 if (ignoreTransform) { 1724 mModelView.loadInverse(currentTransform()); 1725 } 1726 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1727 mModelView, *mSnapshot, &mTextureUnit); 1728 } 1729} 1730 1731void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1732 if (mDrawModifiers.mShader) { 1733 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1734 mat4::identity(), *mSnapshot, &mTextureUnit); 1735 } 1736} 1737 1738void OpenGLRenderer::setupDrawColorFilterUniforms() { 1739 if (mDrawModifiers.mColorFilter) { 1740 mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram); 1741 } 1742} 1743 1744void OpenGLRenderer::setupDrawTextGammaUniforms() { 1745 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1746} 1747 1748void OpenGLRenderer::setupDrawSimpleMesh() { 1749 bool force = mCaches.bindMeshBuffer(); 1750 mCaches.bindPositionVertexPointer(force, 0); 1751 mCaches.unbindIndicesBuffer(); 1752} 1753 1754void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1755 bindTexture(texture); 1756 mTextureUnit++; 1757 mCaches.enableTexCoordsVertexArray(); 1758} 1759 1760void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1761 bindExternalTexture(texture); 1762 mTextureUnit++; 1763 mCaches.enableTexCoordsVertexArray(); 1764} 1765 1766void OpenGLRenderer::setupDrawTextureTransform() { 1767 mDescription.hasTextureTransform = true; 1768} 1769 1770void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1771 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1772 GL_FALSE, &transform.data[0]); 1773} 1774 1775void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1776 bool force = false; 1777 if (!vertices) { 1778 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1779 } else { 1780 force = mCaches.unbindMeshBuffer(); 1781 } 1782 1783 mCaches.bindPositionVertexPointer(force, vertices); 1784 if (mCaches.currentProgram->texCoords >= 0) { 1785 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1786 } 1787 1788 mCaches.unbindIndicesBuffer(); 1789} 1790 1791void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) { 1792 bool force = mCaches.unbindMeshBuffer(); 1793 GLsizei stride = sizeof(ColorTextureVertex); 1794 1795 mCaches.bindPositionVertexPointer(force, vertices, stride); 1796 if (mCaches.currentProgram->texCoords >= 0) { 1797 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1798 } 1799 int slot = mCaches.currentProgram->getAttrib("colors"); 1800 if (slot >= 0) { 1801 glEnableVertexAttribArray(slot); 1802 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1803 } 1804 1805 mCaches.unbindIndicesBuffer(); 1806} 1807 1808void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1809 bool force = mCaches.unbindMeshBuffer(); 1810 mCaches.bindPositionVertexPointer(force, vertices); 1811 if (mCaches.currentProgram->texCoords >= 0) { 1812 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1813 } 1814} 1815 1816void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1817 bool force = mCaches.unbindMeshBuffer(); 1818 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1819 mCaches.unbindIndicesBuffer(); 1820} 1821 1822void OpenGLRenderer::finishDrawTexture() { 1823} 1824 1825/////////////////////////////////////////////////////////////////////////////// 1826// Drawing 1827/////////////////////////////////////////////////////////////////////////////// 1828 1829status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty, 1830 int32_t replayFlags) { 1831 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1832 // will be performed by the display list itself 1833 if (displayList && displayList->isRenderable()) { 1834 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1835 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1836 displayList->replay(replayStruct, 0); 1837 return replayStruct.mDrawGlStatus; 1838 } 1839 1840 DeferredDisplayList deferredList; 1841 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1842 displayList->defer(deferStruct, 0); 1843 return deferredList.flush(*this, dirty); 1844 } 1845 1846 return DrawGlInfo::kStatusDone; 1847} 1848 1849void OpenGLRenderer::outputDisplayList(DisplayList* displayList) { 1850 if (displayList) { 1851 displayList->output(1); 1852 } 1853} 1854 1855void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1856 int alpha; 1857 SkXfermode::Mode mode; 1858 getAlphaAndMode(paint, &alpha, &mode); 1859 1860 int color = paint != NULL ? paint->getColor() : 0; 1861 1862 float x = left; 1863 float y = top; 1864 1865 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1866 1867 bool ignoreTransform = false; 1868 if (currentTransform().isPureTranslate()) { 1869 x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 1870 y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 1871 ignoreTransform = true; 1872 1873 texture->setFilter(GL_NEAREST, true); 1874 } else { 1875 texture->setFilter(FILTER(paint), true); 1876 } 1877 1878 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1879 paint != NULL, color, alpha, mode, (GLvoid*) NULL, 1880 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 1881} 1882 1883status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1884 const float right = left + bitmap->width(); 1885 const float bottom = top + bitmap->height(); 1886 1887 if (quickReject(left, top, right, bottom)) { 1888 return DrawGlInfo::kStatusDone; 1889 } 1890 1891 mCaches.activeTexture(0); 1892 Texture* texture = mCaches.textureCache.get(bitmap); 1893 if (!texture) return DrawGlInfo::kStatusDone; 1894 const AutoTexture autoCleanup(texture); 1895 1896 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1897 drawAlphaBitmap(texture, left, top, paint); 1898 } else { 1899 drawTextureRect(left, top, right, bottom, texture, paint); 1900 } 1901 1902 return DrawGlInfo::kStatusDrew; 1903} 1904 1905status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1906 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1907 const mat4 transform(*matrix); 1908 transform.mapRect(r); 1909 1910 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1911 return DrawGlInfo::kStatusDone; 1912 } 1913 1914 mCaches.activeTexture(0); 1915 Texture* texture = mCaches.textureCache.get(bitmap); 1916 if (!texture) return DrawGlInfo::kStatusDone; 1917 const AutoTexture autoCleanup(texture); 1918 1919 // This could be done in a cheaper way, all we need is pass the matrix 1920 // to the vertex shader. The save/restore is a bit overkill. 1921 save(SkCanvas::kMatrix_SaveFlag); 1922 concatMatrix(matrix); 1923 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1924 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 1925 } else { 1926 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1927 } 1928 restore(); 1929 1930 return DrawGlInfo::kStatusDrew; 1931} 1932 1933status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1934 const float right = left + bitmap->width(); 1935 const float bottom = top + bitmap->height(); 1936 1937 if (quickReject(left, top, right, bottom)) { 1938 return DrawGlInfo::kStatusDone; 1939 } 1940 1941 mCaches.activeTexture(0); 1942 Texture* texture = mCaches.textureCache.getTransient(bitmap); 1943 const AutoTexture autoCleanup(texture); 1944 1945 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1946 drawAlphaBitmap(texture, left, top, paint); 1947 } else { 1948 drawTextureRect(left, top, right, bottom, texture, paint); 1949 } 1950 1951 return DrawGlInfo::kStatusDrew; 1952} 1953 1954status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1955 float* vertices, int* colors, SkPaint* paint) { 1956 if (!vertices || mSnapshot->isIgnored()) { 1957 return DrawGlInfo::kStatusDone; 1958 } 1959 1960 float left = FLT_MAX; 1961 float top = FLT_MAX; 1962 float right = FLT_MIN; 1963 float bottom = FLT_MIN; 1964 1965 const uint32_t count = meshWidth * meshHeight * 6; 1966 1967 ColorTextureVertex mesh[count]; 1968 ColorTextureVertex* vertex = mesh; 1969 1970 bool cleanupColors = false; 1971 if (!colors) { 1972 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 1973 colors = new int[colorsCount]; 1974 memset(colors, 0xff, colorsCount * sizeof(int)); 1975 cleanupColors = true; 1976 } 1977 1978 for (int32_t y = 0; y < meshHeight; y++) { 1979 for (int32_t x = 0; x < meshWidth; x++) { 1980 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1981 1982 float u1 = float(x) / meshWidth; 1983 float u2 = float(x + 1) / meshWidth; 1984 float v1 = float(y) / meshHeight; 1985 float v2 = float(y + 1) / meshHeight; 1986 1987 int ax = i + (meshWidth + 1) * 2; 1988 int ay = ax + 1; 1989 int bx = i; 1990 int by = bx + 1; 1991 int cx = i + 2; 1992 int cy = cx + 1; 1993 int dx = i + (meshWidth + 1) * 2 + 2; 1994 int dy = dx + 1; 1995 1996 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 1997 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 1998 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 1999 2000 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2001 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2002 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2003 2004 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2005 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2006 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2007 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2008 } 2009 } 2010 2011 if (quickReject(left, top, right, bottom)) { 2012 if (cleanupColors) delete[] colors; 2013 return DrawGlInfo::kStatusDone; 2014 } 2015 2016 mCaches.activeTexture(0); 2017 Texture* texture = mCaches.textureCache.get(bitmap); 2018 if (!texture) { 2019 if (cleanupColors) delete[] colors; 2020 return DrawGlInfo::kStatusDone; 2021 } 2022 const AutoTexture autoCleanup(texture); 2023 2024 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2025 texture->setFilter(FILTER(paint), true); 2026 2027 int alpha; 2028 SkXfermode::Mode mode; 2029 getAlphaAndMode(paint, &alpha, &mode); 2030 2031 float a = alpha / 255.0f; 2032 2033 if (hasLayer()) { 2034 dirtyLayer(left, top, right, bottom, currentTransform()); 2035 } 2036 2037 setupDraw(); 2038 setupDrawWithTextureAndColor(); 2039 setupDrawColor(a, a, a, a); 2040 setupDrawColorFilter(); 2041 setupDrawBlending(true, mode, false); 2042 setupDrawProgram(); 2043 setupDrawDirtyRegionsDisabled(); 2044 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false); 2045 setupDrawTexture(texture->id); 2046 setupDrawPureColorUniforms(); 2047 setupDrawColorFilterUniforms(); 2048 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]); 2049 2050 glDrawArrays(GL_TRIANGLES, 0, count); 2051 2052 finishDrawTexture(); 2053 2054 int slot = mCaches.currentProgram->getAttrib("colors"); 2055 if (slot >= 0) { 2056 glDisableVertexAttribArray(slot); 2057 } 2058 2059 if (cleanupColors) delete[] colors; 2060 2061 return DrawGlInfo::kStatusDrew; 2062} 2063 2064status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 2065 float srcLeft, float srcTop, float srcRight, float srcBottom, 2066 float dstLeft, float dstTop, float dstRight, float dstBottom, 2067 SkPaint* paint) { 2068 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 2069 return DrawGlInfo::kStatusDone; 2070 } 2071 2072 mCaches.activeTexture(0); 2073 Texture* texture = mCaches.textureCache.get(bitmap); 2074 if (!texture) return DrawGlInfo::kStatusDone; 2075 const AutoTexture autoCleanup(texture); 2076 2077 const float width = texture->width; 2078 const float height = texture->height; 2079 2080 const float u1 = fmax(0.0f, srcLeft / width); 2081 const float v1 = fmax(0.0f, srcTop / height); 2082 const float u2 = fmin(1.0f, srcRight / width); 2083 const float v2 = fmin(1.0f, srcBottom / height); 2084 2085 mCaches.unbindMeshBuffer(); 2086 resetDrawTextureTexCoords(u1, v1, u2, v2); 2087 2088 int alpha; 2089 SkXfermode::Mode mode; 2090 getAlphaAndMode(paint, &alpha, &mode); 2091 2092 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2093 2094 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2095 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2096 2097 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2098 // Apply a scale transform on the canvas only when a shader is in use 2099 // Skia handles the ratio between the dst and src rects as a scale factor 2100 // when a shader is set 2101 bool useScaleTransform = mDrawModifiers.mShader && scaled; 2102 bool ignoreTransform = false; 2103 2104 if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) { 2105 float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f); 2106 float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f); 2107 2108 dstRight = x + (dstRight - dstLeft); 2109 dstBottom = y + (dstBottom - dstTop); 2110 2111 dstLeft = x; 2112 dstTop = y; 2113 2114 texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true); 2115 ignoreTransform = true; 2116 } else { 2117 texture->setFilter(FILTER(paint), true); 2118 } 2119 2120 if (CC_UNLIKELY(useScaleTransform)) { 2121 save(SkCanvas::kMatrix_SaveFlag); 2122 translate(dstLeft, dstTop); 2123 scale(scaleX, scaleY); 2124 2125 dstLeft = 0.0f; 2126 dstTop = 0.0f; 2127 2128 dstRight = srcRight - srcLeft; 2129 dstBottom = srcBottom - srcTop; 2130 } 2131 2132 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2133 int color = paint ? paint->getColor() : 0; 2134 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2135 texture->id, paint != NULL, color, alpha, mode, 2136 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2137 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2138 } else { 2139 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2140 texture->id, alpha / 255.0f, mode, texture->blend, 2141 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2142 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2143 } 2144 2145 if (CC_UNLIKELY(useScaleTransform)) { 2146 restore(); 2147 } 2148 2149 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2150 2151 return DrawGlInfo::kStatusDrew; 2152} 2153 2154status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 2155 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 2156 float left, float top, float right, float bottom, SkPaint* paint) { 2157 int alpha; 2158 SkXfermode::Mode mode; 2159 getAlphaAndModeDirect(paint, &alpha, &mode); 2160 2161 return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors, 2162 left, top, right, bottom, alpha, mode); 2163} 2164 2165status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 2166 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 2167 float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) { 2168 if (quickReject(left, top, right, bottom)) { 2169 return DrawGlInfo::kStatusDone; 2170 } 2171 2172 alpha *= mSnapshot->alpha; 2173 2174 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 2175 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 2176 2177 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2178 mCaches.activeTexture(0); 2179 Texture* texture = mCaches.textureCache.get(bitmap); 2180 if (!texture) return DrawGlInfo::kStatusDone; 2181 const AutoTexture autoCleanup(texture); 2182 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2183 texture->setFilter(GL_LINEAR, true); 2184 2185 const bool pureTranslate = currentTransform().isPureTranslate(); 2186 // Mark the current layer dirty where we are going to draw the patch 2187 if (hasLayer() && mesh->hasEmptyQuads) { 2188 const float offsetX = left + currentTransform().getTranslateX(); 2189 const float offsetY = top + currentTransform().getTranslateY(); 2190 const size_t count = mesh->quads.size(); 2191 for (size_t i = 0; i < count; i++) { 2192 const Rect& bounds = mesh->quads.itemAt(i); 2193 if (CC_LIKELY(pureTranslate)) { 2194 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2195 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2196 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2197 } else { 2198 dirtyLayer(left + bounds.left, top + bounds.top, 2199 left + bounds.right, top + bounds.bottom, currentTransform()); 2200 } 2201 } 2202 } 2203 2204 if (CC_LIKELY(pureTranslate)) { 2205 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2206 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2207 2208 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 2209 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 2210 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 2211 true, !mesh->hasEmptyQuads); 2212 } else { 2213 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 2214 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 2215 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 2216 true, !mesh->hasEmptyQuads); 2217 } 2218 } 2219 2220 return DrawGlInfo::kStatusDrew; 2221} 2222 2223status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint, 2224 bool useOffset) { 2225 if (!vertexBuffer.getSize()) { 2226 // no vertices to draw 2227 return DrawGlInfo::kStatusDone; 2228 } 2229 2230 int color = paint->getColor(); 2231 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 2232 bool isAA = paint->isAntiAlias(); 2233 2234 setupDraw(); 2235 setupDrawNoTexture(); 2236 if (isAA) setupDrawAA(); 2237 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2238 setupDrawColorFilter(); 2239 setupDrawShader(); 2240 setupDrawBlending(isAA, mode); 2241 setupDrawProgram(); 2242 setupDrawModelViewIdentity(useOffset); 2243 setupDrawColorUniforms(); 2244 setupDrawColorFilterUniforms(); 2245 setupDrawShaderIdentityUniforms(); 2246 2247 void* vertices = vertexBuffer.getBuffer(); 2248 bool force = mCaches.unbindMeshBuffer(); 2249 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2250 mCaches.resetTexCoordsVertexPointer(); 2251 mCaches.unbindIndicesBuffer(); 2252 2253 int alphaSlot = -1; 2254 if (isAA) { 2255 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2256 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2257 2258 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2259 glEnableVertexAttribArray(alphaSlot); 2260 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2261 } 2262 2263 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize()); 2264 2265 if (isAA) { 2266 glDisableVertexAttribArray(alphaSlot); 2267 } 2268 2269 return DrawGlInfo::kStatusDrew; 2270} 2271 2272/** 2273 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2274 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2275 * screen space in all directions. However, instead of using a fragment shader to compute the 2276 * translucency of the color from its position, we simply use a varying parameter to define how far 2277 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2278 * 2279 * Doesn't yet support joins, caps, or path effects. 2280 */ 2281status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { 2282 VertexBuffer vertexBuffer; 2283 // TODO: try clipping large paths to viewport 2284 PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer); 2285 2286 if (hasLayer()) { 2287 SkRect bounds = path.getBounds(); 2288 PathTessellator::expandBoundsForStroke(bounds, paint, false); 2289 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2290 } 2291 2292 return drawVertexBuffer(vertexBuffer, paint); 2293} 2294 2295/** 2296 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2297 * and additional geometry for defining an alpha slope perimeter. 2298 * 2299 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2300 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2301 * in-shader alpha region, but found it to be taxing on some GPUs. 2302 * 2303 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2304 * memory transfer by removing need for degenerate vertices. 2305 */ 2306status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 2307 if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2308 2309 count &= ~0x3; // round down to nearest four 2310 2311 VertexBuffer buffer; 2312 SkRect bounds; 2313 PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer); 2314 2315 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2316 return DrawGlInfo::kStatusDone; 2317 } 2318 2319 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2320 2321 bool useOffset = !paint->isAntiAlias(); 2322 return drawVertexBuffer(buffer, paint, useOffset); 2323} 2324 2325status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2326 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2327 2328 // TODO: The paint's cap style defines whether the points are square or circular 2329 // TODO: Handle AA for round points 2330 2331 // A stroke width of 0 has a special meaning in Skia: 2332 // it draws an unscaled 1px point 2333 float strokeWidth = paint->getStrokeWidth(); 2334 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 2335 if (isHairLine) { 2336 // Now that we know it's hairline, we can set the effective width, to be used later 2337 strokeWidth = 1.0f; 2338 } 2339 const float halfWidth = strokeWidth / 2; 2340 2341 int alpha; 2342 SkXfermode::Mode mode; 2343 getAlphaAndMode(paint, &alpha, &mode); 2344 2345 int verticesCount = count >> 1; 2346 int generatedVerticesCount = 0; 2347 2348 TextureVertex pointsData[verticesCount]; 2349 TextureVertex* vertex = &pointsData[0]; 2350 2351 // TODO: We should optimize this method to not generate vertices for points 2352 // that lie outside of the clip. 2353 mCaches.enableScissor(); 2354 2355 setupDraw(); 2356 setupDrawNoTexture(); 2357 setupDrawPoint(strokeWidth); 2358 setupDrawColor(paint->getColor(), alpha); 2359 setupDrawColorFilter(); 2360 setupDrawShader(); 2361 setupDrawBlending(mode); 2362 setupDrawProgram(); 2363 setupDrawModelViewIdentity(true); 2364 setupDrawColorUniforms(); 2365 setupDrawColorFilterUniforms(); 2366 setupDrawPointUniforms(); 2367 setupDrawShaderIdentityUniforms(); 2368 setupDrawMesh(vertex); 2369 2370 for (int i = 0; i < count; i += 2) { 2371 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 2372 generatedVerticesCount++; 2373 2374 float left = points[i] - halfWidth; 2375 float right = points[i] + halfWidth; 2376 float top = points[i + 1] - halfWidth; 2377 float bottom = points [i + 1] + halfWidth; 2378 2379 dirtyLayer(left, top, right, bottom, currentTransform()); 2380 } 2381 2382 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 2383 2384 return DrawGlInfo::kStatusDrew; 2385} 2386 2387status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2388 // No need to check against the clip, we fill the clip region 2389 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2390 2391 Rect& clip(*mSnapshot->clipRect); 2392 clip.snapToPixelBoundaries(); 2393 2394 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2395 2396 return DrawGlInfo::kStatusDrew; 2397} 2398 2399status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2400 SkPaint* paint) { 2401 if (!texture) return DrawGlInfo::kStatusDone; 2402 const AutoTexture autoCleanup(texture); 2403 2404 const float x = left + texture->left - texture->offset; 2405 const float y = top + texture->top - texture->offset; 2406 2407 drawPathTexture(texture, x, y, paint); 2408 2409 return DrawGlInfo::kStatusDrew; 2410} 2411 2412status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2413 float rx, float ry, SkPaint* p) { 2414 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2415 return DrawGlInfo::kStatusDone; 2416 } 2417 2418 if (p->getPathEffect() != 0) { 2419 mCaches.activeTexture(0); 2420 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2421 right - left, bottom - top, rx, ry, p); 2422 return drawShape(left, top, texture, p); 2423 } 2424 2425 SkPath path; 2426 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2427 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2428 float outset = p->getStrokeWidth() / 2; 2429 rect.outset(outset, outset); 2430 rx += outset; 2431 ry += outset; 2432 } 2433 path.addRoundRect(rect, rx, ry); 2434 return drawConvexPath(path, p); 2435} 2436 2437status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2438 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, 2439 x + radius, y + radius, p)) { 2440 return DrawGlInfo::kStatusDone; 2441 } 2442 if (p->getPathEffect() != 0) { 2443 mCaches.activeTexture(0); 2444 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2445 return drawShape(x - radius, y - radius, texture, p); 2446 } 2447 2448 SkPath path; 2449 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2450 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2451 } else { 2452 path.addCircle(x, y, radius); 2453 } 2454 return drawConvexPath(path, p); 2455} 2456 2457status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2458 SkPaint* p) { 2459 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2460 return DrawGlInfo::kStatusDone; 2461 } 2462 2463 if (p->getPathEffect() != 0) { 2464 mCaches.activeTexture(0); 2465 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2466 return drawShape(left, top, texture, p); 2467 } 2468 2469 SkPath path; 2470 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2471 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2472 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2473 } 2474 path.addOval(rect); 2475 return drawConvexPath(path, p); 2476} 2477 2478status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2479 float startAngle, float sweepAngle, bool useCenter, SkPaint* p) { 2480 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2481 return DrawGlInfo::kStatusDone; 2482 } 2483 2484 if (fabs(sweepAngle) >= 360.0f) { 2485 return drawOval(left, top, right, bottom, p); 2486 } 2487 2488 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2489 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2490 mCaches.activeTexture(0); 2491 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2492 startAngle, sweepAngle, useCenter, p); 2493 return drawShape(left, top, texture, p); 2494 } 2495 2496 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2497 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2498 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2499 } 2500 2501 SkPath path; 2502 if (useCenter) { 2503 path.moveTo(rect.centerX(), rect.centerY()); 2504 } 2505 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2506 if (useCenter) { 2507 path.close(); 2508 } 2509 return drawConvexPath(path, p); 2510} 2511 2512// See SkPaintDefaults.h 2513#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2514 2515status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2516 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2517 return DrawGlInfo::kStatusDone; 2518 } 2519 2520 if (p->getStyle() != SkPaint::kFill_Style) { 2521 // only fill style is supported by drawConvexPath, since others have to handle joins 2522 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2523 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2524 mCaches.activeTexture(0); 2525 const PathTexture* texture = 2526 mCaches.pathCache.getRect(right - left, bottom - top, p); 2527 return drawShape(left, top, texture, p); 2528 } 2529 2530 SkPath path; 2531 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2532 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2533 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2534 } 2535 path.addRect(rect); 2536 return drawConvexPath(path, p); 2537 } 2538 2539 if (p->isAntiAlias() && !currentTransform().isSimple()) { 2540 SkPath path; 2541 path.addRect(left, top, right, bottom); 2542 return drawConvexPath(path, p); 2543 } else { 2544 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2545 return DrawGlInfo::kStatusDrew; 2546 } 2547} 2548 2549void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2550 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2551 float x, float y) { 2552 mCaches.activeTexture(0); 2553 2554 // NOTE: The drop shadow will not perform gamma correction 2555 // if shader-based correction is enabled 2556 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2557 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2558 paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions); 2559 const AutoTexture autoCleanup(shadow); 2560 2561 const float sx = x - shadow->left + mDrawModifiers.mShadowDx; 2562 const float sy = y - shadow->top + mDrawModifiers.mShadowDy; 2563 2564 const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2565 int shadowColor = mDrawModifiers.mShadowColor; 2566 if (mDrawModifiers.mShader) { 2567 shadowColor = 0xffffffff; 2568 } 2569 2570 setupDraw(); 2571 setupDrawWithTexture(true); 2572 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2573 setupDrawColorFilter(); 2574 setupDrawShader(); 2575 setupDrawBlending(true, mode); 2576 setupDrawProgram(); 2577 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2578 setupDrawTexture(shadow->id); 2579 setupDrawPureColorUniforms(); 2580 setupDrawColorFilterUniforms(); 2581 setupDrawShaderUniforms(); 2582 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2583 2584 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2585} 2586 2587bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2588 float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2589 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2590} 2591 2592status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2593 const float* positions, SkPaint* paint) { 2594 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2595 return DrawGlInfo::kStatusDone; 2596 } 2597 2598 // NOTE: Skia does not support perspective transform on drawPosText yet 2599 if (!currentTransform().isSimple()) { 2600 return DrawGlInfo::kStatusDone; 2601 } 2602 2603 float x = 0.0f; 2604 float y = 0.0f; 2605 const bool pureTranslate = currentTransform().isPureTranslate(); 2606 if (pureTranslate) { 2607 x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 2608 y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 2609 } 2610 2611 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2612 fontRenderer.setFont(paint, mat4::identity()); 2613 2614 int alpha; 2615 SkXfermode::Mode mode; 2616 getAlphaAndMode(paint, &alpha, &mode); 2617 2618 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2619 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2620 alpha, mode, 0.0f, 0.0f); 2621 } 2622 2623 // Pick the appropriate texture filtering 2624 bool linearFilter = currentTransform().changesBounds(); 2625 if (pureTranslate && !linearFilter) { 2626 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2627 } 2628 2629 mCaches.activeTexture(0); 2630 setupDraw(); 2631 setupDrawTextGamma(paint); 2632 setupDrawDirtyRegionsDisabled(); 2633 setupDrawWithTexture(true); 2634 setupDrawAlpha8Color(paint->getColor(), alpha); 2635 setupDrawColorFilter(); 2636 setupDrawShader(); 2637 setupDrawBlending(true, mode); 2638 setupDrawProgram(); 2639 setupDrawModelView(x, y, x, y, pureTranslate, true); 2640 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2641 setupDrawPureColorUniforms(); 2642 setupDrawColorFilterUniforms(); 2643 setupDrawShaderUniforms(pureTranslate); 2644 setupDrawTextGammaUniforms(); 2645 2646 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2647 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2648 2649 const bool hasActiveLayer = hasLayer(); 2650 2651 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2652 positions, hasActiveLayer ? &bounds : NULL)) { 2653 if (hasActiveLayer) { 2654 if (!pureTranslate) { 2655 currentTransform().mapRect(bounds); 2656 } 2657 dirtyLayerUnchecked(bounds, getRegion()); 2658 } 2659 } 2660 2661 return DrawGlInfo::kStatusDrew; 2662} 2663 2664mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const { 2665 mat4 fontTransform; 2666 if (CC_LIKELY(transform.isPureTranslate())) { 2667 fontTransform = mat4::identity(); 2668 } else { 2669 if (CC_UNLIKELY(transform.isPerspective())) { 2670 fontTransform = mat4::identity(); 2671 } else { 2672 float sx, sy; 2673 currentTransform().decomposeScale(sx, sy); 2674 fontTransform.loadScale(sx, sy, 1.0f); 2675 } 2676 } 2677 return fontTransform; 2678} 2679 2680status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2681 float x, float y, const float* positions, SkPaint* paint, float length) { 2682 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2683 return DrawGlInfo::kStatusDone; 2684 } 2685 2686 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2687 switch (paint->getTextAlign()) { 2688 case SkPaint::kCenter_Align: 2689 x -= length / 2.0f; 2690 break; 2691 case SkPaint::kRight_Align: 2692 x -= length; 2693 break; 2694 default: 2695 break; 2696 } 2697 2698 SkPaint::FontMetrics metrics; 2699 paint->getFontMetrics(&metrics, 0.0f); 2700 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2701 return DrawGlInfo::kStatusDone; 2702 } 2703 2704 const float oldX = x; 2705 const float oldY = y; 2706 2707 const mat4& transform = currentTransform(); 2708 const bool pureTranslate = transform.isPureTranslate(); 2709 2710 if (CC_LIKELY(pureTranslate)) { 2711 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2712 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2713 } 2714 2715 int alpha; 2716 SkXfermode::Mode mode; 2717 getAlphaAndMode(paint, &alpha, &mode); 2718 2719 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2720 2721 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2722 fontRenderer.setFont(paint, mat4::identity()); 2723 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2724 alpha, mode, oldX, oldY); 2725 } 2726 2727 const bool hasActiveLayer = hasLayer(); 2728 2729 // We only pass a partial transform to the font renderer. That partial 2730 // matrix defines how glyphs are rasterized. Typically we want glyphs 2731 // to be rasterized at their final size on screen, which means the partial 2732 // matrix needs to take the scale factor into account. 2733 // When a partial matrix is used to transform glyphs during rasterization, 2734 // the mesh is generated with the inverse transform (in the case of scale, 2735 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2736 // apply the full transform matrix at draw time in the vertex shader. 2737 // Applying the full matrix in the shader is the easiest way to handle 2738 // rotation and perspective and allows us to always generated quads in the 2739 // font renderer which greatly simplifies the code, clipping in particular. 2740 mat4 fontTransform = findBestFontTransform(transform); 2741 fontRenderer.setFont(paint, fontTransform); 2742 2743 // Pick the appropriate texture filtering 2744 bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2745 2746 // The font renderer will always use texture unit 0 2747 mCaches.activeTexture(0); 2748 setupDraw(); 2749 setupDrawTextGamma(paint); 2750 setupDrawDirtyRegionsDisabled(); 2751 setupDrawWithTexture(true); 2752 setupDrawAlpha8Color(paint->getColor(), alpha); 2753 setupDrawColorFilter(); 2754 setupDrawShader(); 2755 setupDrawBlending(true, mode); 2756 setupDrawProgram(); 2757 setupDrawModelView(x, y, x, y, pureTranslate, true); 2758 // See comment above; the font renderer must use texture unit 0 2759 // assert(mTextureUnit == 0) 2760 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2761 setupDrawPureColorUniforms(); 2762 setupDrawColorFilterUniforms(); 2763 setupDrawShaderUniforms(pureTranslate); 2764 setupDrawTextGammaUniforms(); 2765 2766 // TODO: Implement better clipping for scaled/rotated text 2767 const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect; 2768 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2769 2770 bool status; 2771 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2772 SkPaint paintCopy(*paint); 2773 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2774 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2775 positions, hasActiveLayer ? &bounds : NULL); 2776 } else { 2777 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2778 positions, hasActiveLayer ? &bounds : NULL); 2779 } 2780 2781 if (status && hasActiveLayer) { 2782 if (!pureTranslate) { 2783 transform.mapRect(bounds); 2784 } 2785 dirtyLayerUnchecked(bounds, getRegion()); 2786 } 2787 2788 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2789 2790 return DrawGlInfo::kStatusDrew; 2791} 2792 2793status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2794 float hOffset, float vOffset, SkPaint* paint) { 2795 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2796 return DrawGlInfo::kStatusDone; 2797 } 2798 2799 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2800 fontRenderer.setFont(paint, mat4::identity()); 2801 2802 int alpha; 2803 SkXfermode::Mode mode; 2804 getAlphaAndMode(paint, &alpha, &mode); 2805 2806 mCaches.activeTexture(0); 2807 setupDraw(); 2808 setupDrawTextGamma(paint); 2809 setupDrawDirtyRegionsDisabled(); 2810 setupDrawWithTexture(true); 2811 setupDrawAlpha8Color(paint->getColor(), alpha); 2812 setupDrawColorFilter(); 2813 setupDrawShader(); 2814 setupDrawBlending(true, mode); 2815 setupDrawProgram(); 2816 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2817 setupDrawTexture(fontRenderer.getTexture(true)); 2818 setupDrawPureColorUniforms(); 2819 setupDrawColorFilterUniforms(); 2820 setupDrawShaderUniforms(false); 2821 setupDrawTextGammaUniforms(); 2822 2823 const Rect* clip = &mSnapshot->getLocalClip(); 2824 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2825 2826 const bool hasActiveLayer = hasLayer(); 2827 2828 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2829 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2830 if (hasActiveLayer) { 2831 currentTransform().mapRect(bounds); 2832 dirtyLayerUnchecked(bounds, getRegion()); 2833 } 2834 } 2835 2836 return DrawGlInfo::kStatusDrew; 2837} 2838 2839status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2840 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2841 2842 mCaches.activeTexture(0); 2843 2844 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2845 if (!texture) return DrawGlInfo::kStatusDone; 2846 const AutoTexture autoCleanup(texture); 2847 2848 const float x = texture->left - texture->offset; 2849 const float y = texture->top - texture->offset; 2850 2851 drawPathTexture(texture, x, y, paint); 2852 2853 return DrawGlInfo::kStatusDrew; 2854} 2855 2856status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 2857 if (!layer) { 2858 return DrawGlInfo::kStatusDone; 2859 } 2860 2861 mat4* transform = NULL; 2862 if (layer->isTextureLayer()) { 2863 transform = &layer->getTransform(); 2864 if (!transform->isIdentity()) { 2865 save(0); 2866 currentTransform().multiply(*transform); 2867 } 2868 } 2869 2870 Rect transformed; 2871 Rect clip; 2872 const bool rejected = quickRejectNoScissor(x, y, 2873 x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip); 2874 2875 if (rejected) { 2876 if (transform && !transform->isIdentity()) { 2877 restore(); 2878 } 2879 return DrawGlInfo::kStatusDone; 2880 } 2881 2882 updateLayer(layer, true); 2883 2884 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed)); 2885 mCaches.activeTexture(0); 2886 2887 if (CC_LIKELY(!layer->region.isEmpty())) { 2888 SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter; 2889 mDrawModifiers.mColorFilter = layer->getColorFilter(); 2890 2891 if (layer->region.isRect()) { 2892 composeLayerRect(layer, layer->regionRect); 2893 } else if (layer->mesh) { 2894 const float a = layer->getAlpha() / 255.0f * mSnapshot->alpha; 2895 setupDraw(); 2896 setupDrawWithTexture(); 2897 setupDrawColor(a, a, a, a); 2898 setupDrawColorFilter(); 2899 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2900 setupDrawProgram(); 2901 setupDrawPureColorUniforms(); 2902 setupDrawColorFilterUniforms(); 2903 setupDrawTexture(layer->getTexture()); 2904 if (CC_LIKELY(currentTransform().isPureTranslate())) { 2905 int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 2906 int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 2907 2908 layer->setFilter(GL_NEAREST); 2909 setupDrawModelViewTranslate(tx, ty, 2910 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2911 } else { 2912 layer->setFilter(GL_LINEAR); 2913 setupDrawModelViewTranslate(x, y, 2914 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2915 } 2916 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2917 2918 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2919 GL_UNSIGNED_SHORT, layer->meshIndices); 2920 2921 finishDrawTexture(); 2922 2923#if DEBUG_LAYERS_AS_REGIONS 2924 drawRegionRects(layer->region); 2925#endif 2926 } 2927 2928 mDrawModifiers.mColorFilter = oldFilter; 2929 2930 if (layer->debugDrawUpdate) { 2931 layer->debugDrawUpdate = false; 2932 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 2933 0x7f00ff00, SkXfermode::kSrcOver_Mode); 2934 } 2935 } 2936 2937 if (transform && !transform->isIdentity()) { 2938 restore(); 2939 } 2940 2941 return DrawGlInfo::kStatusDrew; 2942} 2943 2944/////////////////////////////////////////////////////////////////////////////// 2945// Shaders 2946/////////////////////////////////////////////////////////////////////////////// 2947 2948void OpenGLRenderer::resetShader() { 2949 mDrawModifiers.mShader = NULL; 2950} 2951 2952void OpenGLRenderer::setupShader(SkiaShader* shader) { 2953 mDrawModifiers.mShader = shader; 2954 if (mDrawModifiers.mShader) { 2955 mDrawModifiers.mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2956 } 2957} 2958 2959/////////////////////////////////////////////////////////////////////////////// 2960// Color filters 2961/////////////////////////////////////////////////////////////////////////////// 2962 2963void OpenGLRenderer::resetColorFilter() { 2964 mDrawModifiers.mColorFilter = NULL; 2965} 2966 2967void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2968 mDrawModifiers.mColorFilter = filter; 2969} 2970 2971/////////////////////////////////////////////////////////////////////////////// 2972// Drop shadow 2973/////////////////////////////////////////////////////////////////////////////// 2974 2975void OpenGLRenderer::resetShadow() { 2976 mDrawModifiers.mHasShadow = false; 2977} 2978 2979void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2980 mDrawModifiers.mHasShadow = true; 2981 mDrawModifiers.mShadowRadius = radius; 2982 mDrawModifiers.mShadowDx = dx; 2983 mDrawModifiers.mShadowDy = dy; 2984 mDrawModifiers.mShadowColor = color; 2985} 2986 2987/////////////////////////////////////////////////////////////////////////////// 2988// Draw filters 2989/////////////////////////////////////////////////////////////////////////////// 2990 2991void OpenGLRenderer::resetPaintFilter() { 2992 mDrawModifiers.mHasDrawFilter = false; 2993} 2994 2995void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2996 mDrawModifiers.mHasDrawFilter = true; 2997 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 2998 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 2999} 3000 3001SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 3002 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3003 return paint; 3004 } 3005 3006 uint32_t flags = paint->getFlags(); 3007 3008 mFilteredPaint = *paint; 3009 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | 3010 mDrawModifiers.mPaintFilterSetBits); 3011 3012 return &mFilteredPaint; 3013} 3014 3015/////////////////////////////////////////////////////////////////////////////// 3016// Drawing implementation 3017/////////////////////////////////////////////////////////////////////////////// 3018 3019void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3020 float x, float y, SkPaint* paint) { 3021 if (quickReject(x, y, x + texture->width, y + texture->height)) { 3022 return; 3023 } 3024 3025 int alpha; 3026 SkXfermode::Mode mode; 3027 getAlphaAndMode(paint, &alpha, &mode); 3028 3029 setupDraw(); 3030 setupDrawWithTexture(true); 3031 setupDrawAlpha8Color(paint->getColor(), alpha); 3032 setupDrawColorFilter(); 3033 setupDrawShader(); 3034 setupDrawBlending(true, mode); 3035 setupDrawProgram(); 3036 setupDrawModelView(x, y, x + texture->width, y + texture->height); 3037 setupDrawTexture(texture->id); 3038 setupDrawPureColorUniforms(); 3039 setupDrawColorFilterUniforms(); 3040 setupDrawShaderUniforms(); 3041 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3042 3043 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3044 3045 finishDrawTexture(); 3046} 3047 3048// Same values used by Skia 3049#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3050#define kStdUnderline_Offset (1.0f / 9.0f) 3051#define kStdUnderline_Thickness (1.0f / 18.0f) 3052 3053void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 3054 float x, float y, SkPaint* paint) { 3055 // Handle underline and strike-through 3056 uint32_t flags = paint->getFlags(); 3057 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3058 SkPaint paintCopy(*paint); 3059 float underlineWidth = length; 3060 // If length is > 0.0f, we already measured the text for the text alignment 3061 if (length <= 0.0f) { 3062 underlineWidth = paintCopy.measureText(text, bytesCount); 3063 } 3064 3065 if (CC_LIKELY(underlineWidth > 0.0f)) { 3066 const float textSize = paintCopy.getTextSize(); 3067 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3068 3069 const float left = x; 3070 float top = 0.0f; 3071 3072 int linesCount = 0; 3073 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3074 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3075 3076 const int pointsCount = 4 * linesCount; 3077 float points[pointsCount]; 3078 int currentPoint = 0; 3079 3080 if (flags & SkPaint::kUnderlineText_Flag) { 3081 top = y + textSize * kStdUnderline_Offset; 3082 points[currentPoint++] = left; 3083 points[currentPoint++] = top; 3084 points[currentPoint++] = left + underlineWidth; 3085 points[currentPoint++] = top; 3086 } 3087 3088 if (flags & SkPaint::kStrikeThruText_Flag) { 3089 top = y + textSize * kStdStrikeThru_Offset; 3090 points[currentPoint++] = left; 3091 points[currentPoint++] = top; 3092 points[currentPoint++] = left + underlineWidth; 3093 points[currentPoint++] = top; 3094 } 3095 3096 paintCopy.setStrokeWidth(strokeWidth); 3097 3098 drawLines(&points[0], pointsCount, &paintCopy); 3099 } 3100 } 3101} 3102 3103status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) { 3104 if (mSnapshot->isIgnored()) { 3105 return DrawGlInfo::kStatusDone; 3106 } 3107 3108 int color = paint->getColor(); 3109 // If a shader is set, preserve only the alpha 3110 if (mDrawModifiers.mShader) { 3111 color |= 0x00ffffff; 3112 } 3113 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 3114 3115 return drawColorRects(rects, count, color, mode); 3116} 3117 3118status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color, 3119 SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) { 3120 if (count == 0) { 3121 return DrawGlInfo::kStatusDone; 3122 } 3123 3124 float left = FLT_MAX; 3125 float top = FLT_MAX; 3126 float right = FLT_MIN; 3127 float bottom = FLT_MIN; 3128 3129 int vertexCount = 0; 3130 Vertex mesh[count * 6]; 3131 Vertex* vertex = mesh; 3132 3133 for (int index = 0; index < count; index += 4) { 3134 float l = rects[index + 0]; 3135 float t = rects[index + 1]; 3136 float r = rects[index + 2]; 3137 float b = rects[index + 3]; 3138 3139 Vertex::set(vertex++, l, b); 3140 Vertex::set(vertex++, l, t); 3141 Vertex::set(vertex++, r, t); 3142 Vertex::set(vertex++, l, b); 3143 Vertex::set(vertex++, r, t); 3144 Vertex::set(vertex++, r, b); 3145 3146 vertexCount += 6; 3147 3148 left = fminf(left, l); 3149 top = fminf(top, t); 3150 right = fmaxf(right, r); 3151 bottom = fmaxf(bottom, b); 3152 } 3153 3154 if (clip && quickReject(left, top, right, bottom)) { 3155 return DrawGlInfo::kStatusDone; 3156 } 3157 3158 setupDraw(); 3159 setupDrawNoTexture(); 3160 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3161 setupDrawShader(); 3162 setupDrawColorFilter(); 3163 setupDrawBlending(mode); 3164 setupDrawProgram(); 3165 setupDrawDirtyRegionsDisabled(); 3166 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true); 3167 setupDrawColorUniforms(); 3168 setupDrawShaderUniforms(); 3169 setupDrawColorFilterUniforms(); 3170 setupDrawVertices((GLvoid*) &mesh[0].position[0]); 3171 3172 if (dirty && hasLayer()) { 3173 dirtyLayer(left, top, right, bottom, currentTransform()); 3174 } 3175 3176 glDrawArrays(GL_TRIANGLES, 0, vertexCount); 3177 3178 return DrawGlInfo::kStatusDrew; 3179} 3180 3181void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3182 int color, SkXfermode::Mode mode, bool ignoreTransform) { 3183 // If a shader is set, preserve only the alpha 3184 if (mDrawModifiers.mShader) { 3185 color |= 0x00ffffff; 3186 } 3187 3188 setupDraw(); 3189 setupDrawNoTexture(); 3190 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3191 setupDrawShader(); 3192 setupDrawColorFilter(); 3193 setupDrawBlending(mode); 3194 setupDrawProgram(); 3195 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3196 setupDrawColorUniforms(); 3197 setupDrawShaderUniforms(ignoreTransform); 3198 setupDrawColorFilterUniforms(); 3199 setupDrawSimpleMesh(); 3200 3201 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3202} 3203 3204void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3205 Texture* texture, SkPaint* paint) { 3206 int alpha; 3207 SkXfermode::Mode mode; 3208 getAlphaAndMode(paint, &alpha, &mode); 3209 3210 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3211 3212 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3213 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 3214 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 3215 3216 texture->setFilter(GL_NEAREST, true); 3217 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3218 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 3219 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 3220 } else { 3221 texture->setFilter(FILTER(paint), true); 3222 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 3223 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 3224 GL_TRIANGLE_STRIP, gMeshCount); 3225 } 3226} 3227 3228void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3229 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 3230 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 3231 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 3232} 3233 3234void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3235 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3236 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3237 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3238 3239 setupDraw(); 3240 setupDrawWithTexture(); 3241 setupDrawColor(alpha, alpha, alpha, alpha); 3242 setupDrawColorFilter(); 3243 setupDrawBlending(blend, mode, swapSrcDst); 3244 setupDrawProgram(); 3245 if (!dirty) setupDrawDirtyRegionsDisabled(); 3246 if (!ignoreScale) { 3247 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3248 } else { 3249 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3250 } 3251 setupDrawTexture(texture); 3252 setupDrawPureColorUniforms(); 3253 setupDrawColorFilterUniforms(); 3254 setupDrawMesh(vertices, texCoords, vbo); 3255 3256 glDrawArrays(drawMode, 0, elementsCount); 3257 3258 finishDrawTexture(); 3259} 3260 3261void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3262 GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode, 3263 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3264 bool ignoreTransform, bool dirty) { 3265 3266 setupDraw(); 3267 setupDrawWithTexture(true); 3268 if (hasColor) { 3269 setupDrawAlpha8Color(color, alpha); 3270 } 3271 setupDrawColorFilter(); 3272 setupDrawShader(); 3273 setupDrawBlending(true, mode); 3274 setupDrawProgram(); 3275 if (!dirty) setupDrawDirtyRegionsDisabled(); 3276 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3277 setupDrawTexture(texture); 3278 setupDrawPureColorUniforms(); 3279 setupDrawColorFilterUniforms(); 3280 setupDrawShaderUniforms(); 3281 setupDrawMesh(vertices, texCoords); 3282 3283 glDrawArrays(drawMode, 0, elementsCount); 3284 3285 finishDrawTexture(); 3286} 3287 3288void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3289 ProgramDescription& description, bool swapSrcDst) { 3290 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3291 3292 if (blend) { 3293 // These blend modes are not supported by OpenGL directly and have 3294 // to be implemented using shaders. Since the shader will perform 3295 // the blending, turn blending off here 3296 // If the blend mode cannot be implemented using shaders, fall 3297 // back to the default SrcOver blend mode instead 3298 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3299 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3300 description.framebufferMode = mode; 3301 description.swapSrcDst = swapSrcDst; 3302 3303 if (mCaches.blend) { 3304 glDisable(GL_BLEND); 3305 mCaches.blend = false; 3306 } 3307 3308 return; 3309 } else { 3310 mode = SkXfermode::kSrcOver_Mode; 3311 } 3312 } 3313 3314 if (!mCaches.blend) { 3315 glEnable(GL_BLEND); 3316 } 3317 3318 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3319 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3320 3321 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3322 glBlendFunc(sourceMode, destMode); 3323 mCaches.lastSrcMode = sourceMode; 3324 mCaches.lastDstMode = destMode; 3325 } 3326 } else if (mCaches.blend) { 3327 glDisable(GL_BLEND); 3328 } 3329 mCaches.blend = blend; 3330} 3331 3332bool OpenGLRenderer::useProgram(Program* program) { 3333 if (!program->isInUse()) { 3334 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3335 program->use(); 3336 mCaches.currentProgram = program; 3337 return false; 3338 } 3339 return true; 3340} 3341 3342void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3343 TextureVertex* v = &mMeshVertices[0]; 3344 TextureVertex::setUV(v++, u1, v1); 3345 TextureVertex::setUV(v++, u2, v1); 3346 TextureVertex::setUV(v++, u1, v2); 3347 TextureVertex::setUV(v++, u2, v2); 3348} 3349 3350void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 3351 getAlphaAndModeDirect(paint, alpha, mode); 3352 *alpha *= mSnapshot->alpha; 3353} 3354 3355}; // namespace uirenderer 3356}; // namespace android 3357