OpenGLRenderer.cpp revision 7b6a75872bd2df96a23453d31c2e2e7fcc373554
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 "DisplayListRenderer.h" 36#include "Vector.h" 37 38namespace android { 39namespace uirenderer { 40 41/////////////////////////////////////////////////////////////////////////////// 42// Defines 43/////////////////////////////////////////////////////////////////////////////// 44 45#define RAD_TO_DEG (180.0f / 3.14159265f) 46#define MIN_ANGLE 0.001f 47 48// TODO: This should be set in properties 49#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 50 51#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 52 53/////////////////////////////////////////////////////////////////////////////// 54// Globals 55/////////////////////////////////////////////////////////////////////////////// 56 57/** 58 * Structure mapping Skia xfermodes to OpenGL blending factors. 59 */ 60struct Blender { 61 SkXfermode::Mode mode; 62 GLenum src; 63 GLenum dst; 64}; // struct Blender 65 66// In this array, the index of each Blender equals the value of the first 67// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 68static const Blender gBlends[] = { 69 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 70 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 71 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 72 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 73 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 74 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 75 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 76 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 77 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 78 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 79 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 80 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 81 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 82 { SkXfermode::kMultiply_Mode, GL_ZERO, GL_SRC_COLOR }, 83 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 84}; 85 86// This array contains the swapped version of each SkXfermode. For instance 87// this array's SrcOver blending mode is actually DstOver. You can refer to 88// createLayer() for more information on the purpose of this array. 89static const Blender gBlendsSwap[] = { 90 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 91 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 92 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 93 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 94 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 95 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 96 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 97 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 98 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 99 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 100 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 101 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 102 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 103 { SkXfermode::kMultiply_Mode, GL_DST_COLOR, GL_ZERO }, 104 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 105}; 106 107/////////////////////////////////////////////////////////////////////////////// 108// Constructors/destructor 109/////////////////////////////////////////////////////////////////////////////// 110 111OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 112 mShader = NULL; 113 mColorFilter = NULL; 114 mHasShadow = false; 115 mHasDrawFilter = false; 116 117 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 118 119 mFirstSnapshot = new Snapshot; 120} 121 122OpenGLRenderer::~OpenGLRenderer() { 123 // The context has already been destroyed at this point, do not call 124 // GL APIs. All GL state should be kept in Caches.h 125} 126 127/////////////////////////////////////////////////////////////////////////////// 128// Debug 129/////////////////////////////////////////////////////////////////////////////// 130 131void OpenGLRenderer::startMark(const char* name) const { 132 mCaches.startMark(0, name); 133} 134 135void OpenGLRenderer::endMark() const { 136 mCaches.endMark(); 137} 138 139/////////////////////////////////////////////////////////////////////////////// 140// Setup 141/////////////////////////////////////////////////////////////////////////////// 142 143uint32_t OpenGLRenderer::getStencilSize() { 144 return STENCIL_BUFFER_SIZE; 145} 146 147void OpenGLRenderer::setViewport(int width, int height) { 148 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 149 150 mWidth = width; 151 mHeight = height; 152 153 mFirstSnapshot->height = height; 154 mFirstSnapshot->viewport.set(0, 0, width, height); 155 156 glDisable(GL_DITHER); 157 glEnable(GL_SCISSOR_TEST); 158 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 159 160 glEnableVertexAttribArray(Program::kBindingPosition); 161} 162 163void OpenGLRenderer::prepare(bool opaque) { 164 prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 165} 166 167void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 168 mCaches.clearGarbage(); 169 mFunctors.clear(); 170 171 mSnapshot = new Snapshot(mFirstSnapshot, 172 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 173 mSnapshot->fbo = getTargetFbo(); 174 mSaveCount = 1; 175 176 glViewport(0, 0, mWidth, mHeight); 177 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 178 179 mSnapshot->setClip(left, top, right, bottom); 180 mDirtyClip = false; 181 182 if (!opaque) { 183 glClear(GL_COLOR_BUFFER_BIT); 184 } 185} 186 187void OpenGLRenderer::finish() { 188#if DEBUG_OPENGL 189 GLenum status = GL_NO_ERROR; 190 while ((status = glGetError()) != GL_NO_ERROR) { 191 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 192 switch (status) { 193 case GL_OUT_OF_MEMORY: 194 ALOGE(" OpenGLRenderer is out of memory!"); 195 break; 196 } 197 } 198#endif 199#if DEBUG_MEMORY_USAGE 200 mCaches.dumpMemoryUsage(); 201#else 202 if (mCaches.getDebugLevel() & kDebugMemory) { 203 mCaches.dumpMemoryUsage(); 204 } 205#endif 206} 207 208void OpenGLRenderer::interrupt() { 209 if (mCaches.currentProgram) { 210 if (mCaches.currentProgram->isInUse()) { 211 mCaches.currentProgram->remove(); 212 mCaches.currentProgram = NULL; 213 } 214 } 215 mCaches.unbindMeshBuffer(); 216 mCaches.unbindIndicesBuffer(); 217 mCaches.resetVertexPointers(); 218 mCaches.disbaleTexCoordsVertexArray(); 219} 220 221void OpenGLRenderer::resume() { 222 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 223 224 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 225 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 226 227 glEnable(GL_SCISSOR_TEST); 228 mCaches.resetScissor(); 229 dirtyClip(); 230 231 mCaches.activeTexture(0); 232 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 233 234 mCaches.blend = true; 235 glEnable(GL_BLEND); 236 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 237 glBlendEquation(GL_FUNC_ADD); 238} 239 240status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 241 status_t result = DrawGlInfo::kStatusDone; 242 243 Vector<Functor*> functors(mFunctors); 244 mFunctors.clear(); 245 246 DrawGlInfo info; 247 info.clipLeft = 0; 248 info.clipTop = 0; 249 info.clipRight = 0; 250 info.clipBottom = 0; 251 info.isLayer = false; 252 info.width = 0; 253 info.height = 0; 254 memset(info.transform, 0, sizeof(float) * 16); 255 256 size_t count = functors.size(); 257 for (size_t i = 0; i < count; i++) { 258 Functor* f = functors.itemAt(i); 259 result |= (*f)(DrawGlInfo::kModeProcess, &info); 260 261 if (result != DrawGlInfo::kStatusDone) { 262 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 263 dirty.unionWith(localDirty); 264 265 if (result & DrawGlInfo::kStatusInvoke) { 266 mFunctors.push(f); 267 } 268 } 269 } 270 271 return result; 272} 273 274status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 275 interrupt(); 276 if (mDirtyClip) { 277 setScissorFromClip(); 278 } 279 280 Rect clip(*mSnapshot->clipRect); 281 clip.snapToPixelBoundaries(); 282 283#if RENDER_LAYERS_AS_REGIONS 284 // Since we don't know what the functor will draw, let's dirty 285 // tne entire clip region 286 if (hasLayer()) { 287 dirtyLayerUnchecked(clip, getRegion()); 288 } 289#endif 290 291 DrawGlInfo info; 292 info.clipLeft = clip.left; 293 info.clipTop = clip.top; 294 info.clipRight = clip.right; 295 info.clipBottom = clip.bottom; 296 info.isLayer = hasLayer(); 297 info.width = getSnapshot()->viewport.getWidth(); 298 info.height = getSnapshot()->height; 299 getSnapshot()->transform->copyTo(&info.transform[0]); 300 301 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info); 302 303 if (result != DrawGlInfo::kStatusDone) { 304 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 305 dirty.unionWith(localDirty); 306 307 if (result & DrawGlInfo::kStatusInvoke) { 308 mFunctors.push(functor); 309 } 310 } 311 312 resume(); 313 return result; 314} 315 316/////////////////////////////////////////////////////////////////////////////// 317// State management 318/////////////////////////////////////////////////////////////////////////////// 319 320int OpenGLRenderer::getSaveCount() const { 321 return mSaveCount; 322} 323 324int OpenGLRenderer::save(int flags) { 325 return saveSnapshot(flags); 326} 327 328void OpenGLRenderer::restore() { 329 if (mSaveCount > 1) { 330 restoreSnapshot(); 331 } 332} 333 334void OpenGLRenderer::restoreToCount(int saveCount) { 335 if (saveCount < 1) saveCount = 1; 336 337 while (mSaveCount > saveCount) { 338 restoreSnapshot(); 339 } 340} 341 342int OpenGLRenderer::saveSnapshot(int flags) { 343 mSnapshot = new Snapshot(mSnapshot, flags); 344 return mSaveCount++; 345} 346 347bool OpenGLRenderer::restoreSnapshot() { 348 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 349 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 350 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 351 352 sp<Snapshot> current = mSnapshot; 353 sp<Snapshot> previous = mSnapshot->previous; 354 355 if (restoreOrtho) { 356 Rect& r = previous->viewport; 357 glViewport(r.left, r.top, r.right, r.bottom); 358 mOrthoMatrix.load(current->orthoMatrix); 359 } 360 361 mSaveCount--; 362 mSnapshot = previous; 363 364 if (restoreClip) { 365 dirtyClip(); 366 } 367 368 if (restoreLayer) { 369 composeLayer(current, previous); 370 } 371 372 return restoreClip; 373} 374 375/////////////////////////////////////////////////////////////////////////////// 376// Layers 377/////////////////////////////////////////////////////////////////////////////// 378 379int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 380 SkPaint* p, int flags) { 381 const GLuint previousFbo = mSnapshot->fbo; 382 const int count = saveSnapshot(flags); 383 384 if (!mSnapshot->isIgnored()) { 385 int alpha = 255; 386 SkXfermode::Mode mode; 387 388 if (p) { 389 alpha = p->getAlpha(); 390 if (!mCaches.extensions.hasFramebufferFetch()) { 391 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 392 if (!isMode) { 393 // Assume SRC_OVER 394 mode = SkXfermode::kSrcOver_Mode; 395 } 396 } else { 397 mode = getXfermode(p->getXfermode()); 398 } 399 } else { 400 mode = SkXfermode::kSrcOver_Mode; 401 } 402 403 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 404 } 405 406 return count; 407} 408 409int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 410 int alpha, int flags) { 411 if (alpha >= 255 - ALPHA_THRESHOLD) { 412 return saveLayer(left, top, right, bottom, NULL, flags); 413 } else { 414 SkPaint paint; 415 paint.setAlpha(alpha); 416 return saveLayer(left, top, right, bottom, &paint, flags); 417 } 418} 419 420/** 421 * Layers are viewed by Skia are slightly different than layers in image editing 422 * programs (for instance.) When a layer is created, previously created layers 423 * and the frame buffer still receive every drawing command. For instance, if a 424 * layer is created and a shape intersecting the bounds of the layers and the 425 * framebuffer is draw, the shape will be drawn on both (unless the layer was 426 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 427 * 428 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 429 * texture. Unfortunately, this is inefficient as it requires every primitive to 430 * be drawn n + 1 times, where n is the number of active layers. In practice this 431 * means, for every primitive: 432 * - Switch active frame buffer 433 * - Change viewport, clip and projection matrix 434 * - Issue the drawing 435 * 436 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 437 * To avoid this, layers are implemented in a different way here, at least in the 438 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 439 * is set. When this flag is set we can redirect all drawing operations into a 440 * single FBO. 441 * 442 * This implementation relies on the frame buffer being at least RGBA 8888. When 443 * a layer is created, only a texture is created, not an FBO. The content of the 444 * frame buffer contained within the layer's bounds is copied into this texture 445 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 446 * buffer and drawing continues as normal. This technique therefore treats the 447 * frame buffer as a scratch buffer for the layers. 448 * 449 * To compose the layers back onto the frame buffer, each layer texture 450 * (containing the original frame buffer data) is drawn as a simple quad over 451 * the frame buffer. The trick is that the quad is set as the composition 452 * destination in the blending equation, and the frame buffer becomes the source 453 * of the composition. 454 * 455 * Drawing layers with an alpha value requires an extra step before composition. 456 * An empty quad is drawn over the layer's region in the frame buffer. This quad 457 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 458 * quad is used to multiply the colors in the frame buffer. This is achieved by 459 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 460 * GL_ZERO, GL_SRC_ALPHA. 461 * 462 * Because glCopyTexImage2D() can be slow, an alternative implementation might 463 * be use to draw a single clipped layer. The implementation described above 464 * is correct in every case. 465 * 466 * (1) The frame buffer is actually not cleared right away. To allow the GPU 467 * to potentially optimize series of calls to glCopyTexImage2D, the frame 468 * buffer is left untouched until the first drawing operation. Only when 469 * something actually gets drawn are the layers regions cleared. 470 */ 471bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 472 float right, float bottom, int alpha, SkXfermode::Mode mode, 473 int flags, GLuint previousFbo) { 474 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 475 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 476 477 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 478 479 // Window coordinates of the layer 480 Rect bounds(left, top, right, bottom); 481 if (!fboLayer) { 482 mSnapshot->transform->mapRect(bounds); 483 484 // Layers only make sense if they are in the framebuffer's bounds 485 if (bounds.intersect(*snapshot->clipRect)) { 486 // We cannot work with sub-pixels in this case 487 bounds.snapToPixelBoundaries(); 488 489 // When the layer is not an FBO, we may use glCopyTexImage so we 490 // need to make sure the layer does not extend outside the bounds 491 // of the framebuffer 492 if (!bounds.intersect(snapshot->previous->viewport)) { 493 bounds.setEmpty(); 494 } 495 } else { 496 bounds.setEmpty(); 497 } 498 } 499 500 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 501 bounds.getHeight() > mCaches.maxTextureSize) { 502 snapshot->empty = fboLayer; 503 } else { 504 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 505 } 506 507 // Bail out if we won't draw in this snapshot 508 if (snapshot->invisible || snapshot->empty) { 509 return false; 510 } 511 512 mCaches.activeTexture(0); 513 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 514 if (!layer) { 515 return false; 516 } 517 518 layer->setAlpha(alpha, mode); 519 layer->layer.set(bounds); 520 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 521 bounds.getWidth() / float(layer->getWidth()), 0.0f); 522 layer->setColorFilter(mColorFilter); 523 524 // Save the layer in the snapshot 525 snapshot->flags |= Snapshot::kFlagIsLayer; 526 snapshot->layer = layer; 527 528 if (fboLayer) { 529 return createFboLayer(layer, bounds, snapshot, previousFbo); 530 } else { 531 // Copy the framebuffer into the layer 532 layer->bindTexture(); 533 if (!bounds.isEmpty()) { 534 if (layer->isEmpty()) { 535 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 536 bounds.left, snapshot->height - bounds.bottom, 537 layer->getWidth(), layer->getHeight(), 0); 538 layer->setEmpty(false); 539 } else { 540 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 541 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 542 } 543 544 // Enqueue the buffer coordinates to clear the corresponding region later 545 mLayers.push(new Rect(bounds)); 546 } 547 } 548 549 return true; 550} 551 552bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 553 GLuint previousFbo) { 554 layer->setFbo(mCaches.fboCache.get()); 555 556#if RENDER_LAYERS_AS_REGIONS 557 snapshot->region = &snapshot->layer->region; 558 snapshot->flags |= Snapshot::kFlagFboTarget; 559#endif 560 561 Rect clip(bounds); 562 snapshot->transform->mapRect(clip); 563 clip.intersect(*snapshot->clipRect); 564 clip.snapToPixelBoundaries(); 565 clip.intersect(snapshot->previous->viewport); 566 567 mat4 inverse; 568 inverse.loadInverse(*mSnapshot->transform); 569 570 inverse.mapRect(clip); 571 clip.snapToPixelBoundaries(); 572 clip.intersect(bounds); 573 clip.translate(-bounds.left, -bounds.top); 574 575 snapshot->flags |= Snapshot::kFlagIsFboLayer; 576 snapshot->fbo = layer->getFbo(); 577 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 578 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 579 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 580 snapshot->height = bounds.getHeight(); 581 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 582 snapshot->orthoMatrix.load(mOrthoMatrix); 583 584 // Bind texture to FBO 585 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 586 layer->bindTexture(); 587 588 // Initialize the texture if needed 589 if (layer->isEmpty()) { 590 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 591 layer->setEmpty(false); 592 } 593 594 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 595 layer->getTexture(), 0); 596 597#if DEBUG_LAYERS_AS_REGIONS 598 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 599 if (status != GL_FRAMEBUFFER_COMPLETE) { 600 ALOGE("Framebuffer incomplete (GL error code 0x%x)", status); 601 602 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 603 layer->deleteTexture(); 604 mCaches.fboCache.put(layer->getFbo()); 605 606 delete layer; 607 608 return false; 609 } 610#endif 611 612 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 613 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 614 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 615 glClear(GL_COLOR_BUFFER_BIT); 616 617 dirtyClip(); 618 619 // Change the ortho projection 620 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 621 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 622 623 return true; 624} 625 626/** 627 * Read the documentation of createLayer() before doing anything in this method. 628 */ 629void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 630 if (!current->layer) { 631 ALOGE("Attempting to compose a layer that does not exist"); 632 return; 633 } 634 635 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 636 637 if (fboLayer) { 638 // Detach the texture from the FBO 639 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 640 641 // Unbind current FBO and restore previous one 642 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 643 } 644 645 Layer* layer = current->layer; 646 const Rect& rect = layer->layer; 647 648 if (!fboLayer && layer->getAlpha() < 255) { 649 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 650 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 651 // Required below, composeLayerRect() will divide by 255 652 layer->setAlpha(255); 653 } 654 655 mCaches.unbindMeshBuffer(); 656 657 mCaches.activeTexture(0); 658 659 // When the layer is stored in an FBO, we can save a bit of fillrate by 660 // drawing only the dirty region 661 if (fboLayer) { 662 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 663 if (layer->getColorFilter()) { 664 setupColorFilter(layer->getColorFilter()); 665 } 666 composeLayerRegion(layer, rect); 667 if (layer->getColorFilter()) { 668 resetColorFilter(); 669 } 670 } else if (!rect.isEmpty()) { 671 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 672 composeLayerRect(layer, rect, true); 673 } 674 675 if (fboLayer) { 676 // Note: No need to use glDiscardFramebufferEXT() since we never 677 // create/compose layers that are not on screen with this 678 // code path 679 // See LayerRenderer::destroyLayer(Layer*) 680 681 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 682 mCaches.fboCache.put(current->fbo); 683 layer->setFbo(0); 684 } 685 686 dirtyClip(); 687 688 // Failing to add the layer to the cache should happen only if the layer is too large 689 if (!mCaches.layerCache.put(layer)) { 690 LAYER_LOGD("Deleting layer"); 691 layer->deleteTexture(); 692 delete layer; 693 } 694} 695 696void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 697 float alpha = layer->getAlpha() / 255.0f; 698 699 mat4& transform = layer->getTransform(); 700 if (!transform.isIdentity()) { 701 save(0); 702 mSnapshot->transform->multiply(transform); 703 } 704 705 setupDraw(); 706 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 707 setupDrawWithTexture(); 708 } else { 709 setupDrawWithExternalTexture(); 710 } 711 setupDrawTextureTransform(); 712 setupDrawColor(alpha, alpha, alpha, alpha); 713 setupDrawColorFilter(); 714 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 715 setupDrawProgram(); 716 setupDrawPureColorUniforms(); 717 setupDrawColorFilterUniforms(); 718 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 719 setupDrawTexture(layer->getTexture()); 720 } else { 721 setupDrawExternalTexture(layer->getTexture()); 722 } 723 if (mSnapshot->transform->isPureTranslate() && 724 layer->getWidth() == (uint32_t) rect.getWidth() && 725 layer->getHeight() == (uint32_t) rect.getHeight()) { 726 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 727 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 728 729 layer->setFilter(GL_NEAREST); 730 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 731 } else { 732 layer->setFilter(GL_LINEAR); 733 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 734 } 735 setupDrawTextureTransformUniforms(layer->getTexTransform()); 736 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 737 738 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 739 740 finishDrawTexture(); 741 742 if (!transform.isIdentity()) { 743 restore(); 744 } 745} 746 747void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 748 if (!layer->isTextureLayer()) { 749 const Rect& texCoords = layer->texCoords; 750 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 751 texCoords.right, texCoords.bottom); 752 753 float x = rect.left; 754 float y = rect.top; 755 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 756 layer->getWidth() == (uint32_t) rect.getWidth() && 757 layer->getHeight() == (uint32_t) rect.getHeight(); 758 759 if (simpleTransform) { 760 // When we're swapping, the layer is already in screen coordinates 761 if (!swap) { 762 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 763 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 764 } 765 766 layer->setFilter(GL_NEAREST, true); 767 } else { 768 layer->setFilter(GL_LINEAR, true); 769 } 770 771 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 772 layer->getTexture(), layer->getAlpha() / 255.0f, 773 layer->getMode(), layer->isBlend(), 774 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 775 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 776 777 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 778 } else { 779 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 780 drawTextureLayer(layer, rect); 781 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 782 } 783} 784 785void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 786#if RENDER_LAYERS_AS_REGIONS 787 if (layer->region.isRect()) { 788 layer->setRegionAsRect(); 789 790 composeLayerRect(layer, layer->regionRect); 791 792 layer->region.clear(); 793 return; 794 } 795 796 // TODO: See LayerRenderer.cpp::generateMesh() for important 797 // information about this implementation 798 if (CC_LIKELY(!layer->region.isEmpty())) { 799 size_t count; 800 const android::Rect* rects = layer->region.getArray(&count); 801 802 const float alpha = layer->getAlpha() / 255.0f; 803 const float texX = 1.0f / float(layer->getWidth()); 804 const float texY = 1.0f / float(layer->getHeight()); 805 const float height = rect.getHeight(); 806 807 TextureVertex* mesh = mCaches.getRegionMesh(); 808 GLsizei numQuads = 0; 809 810 setupDraw(); 811 setupDrawWithTexture(); 812 setupDrawColor(alpha, alpha, alpha, alpha); 813 setupDrawColorFilter(); 814 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 815 setupDrawProgram(); 816 setupDrawDirtyRegionsDisabled(); 817 setupDrawPureColorUniforms(); 818 setupDrawColorFilterUniforms(); 819 setupDrawTexture(layer->getTexture()); 820 if (mSnapshot->transform->isPureTranslate()) { 821 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 822 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 823 824 layer->setFilter(GL_NEAREST); 825 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 826 } else { 827 layer->setFilter(GL_LINEAR); 828 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 829 } 830 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 831 832 for (size_t i = 0; i < count; i++) { 833 const android::Rect* r = &rects[i]; 834 835 const float u1 = r->left * texX; 836 const float v1 = (height - r->top) * texY; 837 const float u2 = r->right * texX; 838 const float v2 = (height - r->bottom) * texY; 839 840 // TODO: Reject quads outside of the clip 841 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 842 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 843 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 844 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 845 846 numQuads++; 847 848 if (numQuads >= REGION_MESH_QUAD_COUNT) { 849 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 850 numQuads = 0; 851 mesh = mCaches.getRegionMesh(); 852 } 853 } 854 855 if (numQuads > 0) { 856 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 857 } 858 859 finishDrawTexture(); 860 861#if DEBUG_LAYERS_AS_REGIONS 862 drawRegionRects(layer->region); 863#endif 864 865 layer->region.clear(); 866 } 867#else 868 composeLayerRect(layer, rect); 869#endif 870} 871 872void OpenGLRenderer::drawRegionRects(const Region& region) { 873#if DEBUG_LAYERS_AS_REGIONS 874 size_t count; 875 const android::Rect* rects = region.getArray(&count); 876 877 uint32_t colors[] = { 878 0x7fff0000, 0x7f00ff00, 879 0x7f0000ff, 0x7fff00ff, 880 }; 881 882 int offset = 0; 883 int32_t top = rects[0].top; 884 885 for (size_t i = 0; i < count; i++) { 886 if (top != rects[i].top) { 887 offset ^= 0x2; 888 top = rects[i].top; 889 } 890 891 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 892 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 893 SkXfermode::kSrcOver_Mode); 894 } 895#endif 896} 897 898void OpenGLRenderer::dirtyLayer(const float left, const float top, 899 const float right, const float bottom, const mat4 transform) { 900#if RENDER_LAYERS_AS_REGIONS 901 if (hasLayer()) { 902 Rect bounds(left, top, right, bottom); 903 transform.mapRect(bounds); 904 dirtyLayerUnchecked(bounds, getRegion()); 905 } 906#endif 907} 908 909void OpenGLRenderer::dirtyLayer(const float left, const float top, 910 const float right, const float bottom) { 911#if RENDER_LAYERS_AS_REGIONS 912 if (hasLayer()) { 913 Rect bounds(left, top, right, bottom); 914 dirtyLayerUnchecked(bounds, getRegion()); 915 } 916#endif 917} 918 919void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 920#if RENDER_LAYERS_AS_REGIONS 921 if (bounds.intersect(*mSnapshot->clipRect)) { 922 bounds.snapToPixelBoundaries(); 923 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 924 if (!dirty.isEmpty()) { 925 region->orSelf(dirty); 926 } 927 } 928#endif 929} 930 931void OpenGLRenderer::clearLayerRegions() { 932 const size_t count = mLayers.size(); 933 if (count == 0) return; 934 935 if (!mSnapshot->isIgnored()) { 936 // Doing several glScissor/glClear here can negatively impact 937 // GPUs with a tiler architecture, instead we draw quads with 938 // the Clear blending mode 939 940 // The list contains bounds that have already been clipped 941 // against their initial clip rect, and the current clip 942 // is likely different so we need to disable clipping here 943 glDisable(GL_SCISSOR_TEST); 944 945 Vertex mesh[count * 6]; 946 Vertex* vertex = mesh; 947 948 for (uint32_t i = 0; i < count; i++) { 949 Rect* bounds = mLayers.itemAt(i); 950 951 Vertex::set(vertex++, bounds->left, bounds->bottom); 952 Vertex::set(vertex++, bounds->left, bounds->top); 953 Vertex::set(vertex++, bounds->right, bounds->top); 954 Vertex::set(vertex++, bounds->left, bounds->bottom); 955 Vertex::set(vertex++, bounds->right, bounds->top); 956 Vertex::set(vertex++, bounds->right, bounds->bottom); 957 958 delete bounds; 959 } 960 961 setupDraw(false); 962 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 963 setupDrawBlending(true, SkXfermode::kClear_Mode); 964 setupDrawProgram(); 965 setupDrawPureColorUniforms(); 966 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 967 setupDrawVertices(&mesh[0].position[0]); 968 969 glDrawArrays(GL_TRIANGLES, 0, count * 6); 970 971 glEnable(GL_SCISSOR_TEST); 972 } else { 973 for (uint32_t i = 0; i < count; i++) { 974 delete mLayers.itemAt(i); 975 } 976 } 977 978 mLayers.clear(); 979} 980 981/////////////////////////////////////////////////////////////////////////////// 982// Transforms 983/////////////////////////////////////////////////////////////////////////////// 984 985void OpenGLRenderer::translate(float dx, float dy) { 986 mSnapshot->transform->translate(dx, dy, 0.0f); 987} 988 989void OpenGLRenderer::rotate(float degrees) { 990 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 991} 992 993void OpenGLRenderer::scale(float sx, float sy) { 994 mSnapshot->transform->scale(sx, sy, 1.0f); 995} 996 997void OpenGLRenderer::skew(float sx, float sy) { 998 mSnapshot->transform->skew(sx, sy); 999} 1000 1001void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1002 if (matrix) { 1003 mSnapshot->transform->load(*matrix); 1004 } else { 1005 mSnapshot->transform->loadIdentity(); 1006 } 1007} 1008 1009void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1010 mSnapshot->transform->copyTo(*matrix); 1011} 1012 1013void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1014 SkMatrix transform; 1015 mSnapshot->transform->copyTo(transform); 1016 transform.preConcat(*matrix); 1017 mSnapshot->transform->load(transform); 1018} 1019 1020/////////////////////////////////////////////////////////////////////////////// 1021// Clipping 1022/////////////////////////////////////////////////////////////////////////////// 1023 1024void OpenGLRenderer::setScissorFromClip() { 1025 Rect clip(*mSnapshot->clipRect); 1026 clip.snapToPixelBoundaries(); 1027 1028 mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1029 clip.getWidth(), clip.getHeight()); 1030 1031 mDirtyClip = false; 1032} 1033 1034const Rect& OpenGLRenderer::getClipBounds() { 1035 return mSnapshot->getLocalClip(); 1036} 1037 1038bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1039 if (mSnapshot->isIgnored()) { 1040 return true; 1041 } 1042 1043 Rect r(left, top, right, bottom); 1044 mSnapshot->transform->mapRect(r); 1045 r.snapToPixelBoundaries(); 1046 1047 Rect clipRect(*mSnapshot->clipRect); 1048 clipRect.snapToPixelBoundaries(); 1049 1050 return !clipRect.intersects(r); 1051} 1052 1053bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1054 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1055 if (clipped) { 1056 dirtyClip(); 1057 } 1058 return !mSnapshot->clipRect->isEmpty(); 1059} 1060 1061/////////////////////////////////////////////////////////////////////////////// 1062// Drawing commands 1063/////////////////////////////////////////////////////////////////////////////// 1064 1065void OpenGLRenderer::setupDraw(bool clear) { 1066 if (clear) clearLayerRegions(); 1067 if (mDirtyClip) { 1068 setScissorFromClip(); 1069 } 1070 mDescription.reset(); 1071 mSetShaderColor = false; 1072 mColorSet = false; 1073 mColorA = mColorR = mColorG = mColorB = 0.0f; 1074 mTextureUnit = 0; 1075 mTrackDirtyRegions = true; 1076} 1077 1078void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1079 mDescription.hasTexture = true; 1080 mDescription.hasAlpha8Texture = isAlpha8; 1081} 1082 1083void OpenGLRenderer::setupDrawWithExternalTexture() { 1084 mDescription.hasExternalTexture = true; 1085} 1086 1087void OpenGLRenderer::setupDrawNoTexture() { 1088 mCaches.disbaleTexCoordsVertexArray(); 1089} 1090 1091void OpenGLRenderer::setupDrawAALine() { 1092 mDescription.isAA = true; 1093} 1094 1095void OpenGLRenderer::setupDrawPoint(float pointSize) { 1096 mDescription.isPoint = true; 1097 mDescription.pointSize = pointSize; 1098} 1099 1100void OpenGLRenderer::setupDrawColor(int color) { 1101 setupDrawColor(color, (color >> 24) & 0xFF); 1102} 1103 1104void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1105 mColorA = alpha / 255.0f; 1106 mColorA *= mSnapshot->alpha; 1107 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1108 // the rgb values by a instead of also dividing by 255 1109 const float a = mColorA / 255.0f; 1110 mColorR = a * ((color >> 16) & 0xFF); 1111 mColorG = a * ((color >> 8) & 0xFF); 1112 mColorB = a * ((color ) & 0xFF); 1113 mColorSet = true; 1114 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1115} 1116 1117void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1118 mColorA = alpha / 255.0f; 1119 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1120 // the rgb values by a instead of also dividing by 255 1121 const float a = mColorA / 255.0f; 1122 mColorR = a * ((color >> 16) & 0xFF); 1123 mColorG = a * ((color >> 8) & 0xFF); 1124 mColorB = a * ((color ) & 0xFF); 1125 mColorSet = true; 1126 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1127} 1128 1129void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1130 mColorA = a; 1131 mColorR = r; 1132 mColorG = g; 1133 mColorB = b; 1134 mColorSet = true; 1135 mSetShaderColor = mDescription.setColor(r, g, b, a); 1136} 1137 1138void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 1139 mColorA = a; 1140 mColorR = r; 1141 mColorG = g; 1142 mColorB = b; 1143 mColorSet = true; 1144 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 1145} 1146 1147void OpenGLRenderer::setupDrawShader() { 1148 if (mShader) { 1149 mShader->describe(mDescription, mCaches.extensions); 1150 } 1151} 1152 1153void OpenGLRenderer::setupDrawColorFilter() { 1154 if (mColorFilter) { 1155 mColorFilter->describe(mDescription, mCaches.extensions); 1156 } 1157} 1158 1159void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1160 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1161 mColorA = 1.0f; 1162 mColorR = mColorG = mColorB = 0.0f; 1163 mSetShaderColor = mDescription.modulate = true; 1164 } 1165} 1166 1167void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1168 // When the blending mode is kClear_Mode, we need to use a modulate color 1169 // argb=1,0,0,0 1170 accountForClear(mode); 1171 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1172 mDescription, swapSrcDst); 1173} 1174 1175void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1176 // When the blending mode is kClear_Mode, we need to use a modulate color 1177 // argb=1,0,0,0 1178 accountForClear(mode); 1179 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1180 mDescription, swapSrcDst); 1181} 1182 1183void OpenGLRenderer::setupDrawProgram() { 1184 useProgram(mCaches.programCache.get(mDescription)); 1185} 1186 1187void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1188 mTrackDirtyRegions = false; 1189} 1190 1191void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1192 bool ignoreTransform) { 1193 mModelView.loadTranslate(left, top, 0.0f); 1194 if (!ignoreTransform) { 1195 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1196 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1197 } else { 1198 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1199 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1200 } 1201} 1202 1203void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1204 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1205} 1206 1207void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1208 bool ignoreTransform, bool ignoreModelView) { 1209 if (!ignoreModelView) { 1210 mModelView.loadTranslate(left, top, 0.0f); 1211 mModelView.scale(right - left, bottom - top, 1.0f); 1212 } else { 1213 mModelView.loadIdentity(); 1214 } 1215 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1216 if (!ignoreTransform) { 1217 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1218 if (mTrackDirtyRegions && dirty) { 1219 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1220 } 1221 } else { 1222 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1223 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1224 } 1225} 1226 1227void OpenGLRenderer::setupDrawPointUniforms() { 1228 int slot = mCaches.currentProgram->getUniform("pointSize"); 1229 glUniform1f(slot, mDescription.pointSize); 1230} 1231 1232void OpenGLRenderer::setupDrawColorUniforms() { 1233 if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) { 1234 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1235 } 1236} 1237 1238void OpenGLRenderer::setupDrawPureColorUniforms() { 1239 if (mSetShaderColor) { 1240 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1241 } 1242} 1243 1244void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1245 if (mShader) { 1246 if (ignoreTransform) { 1247 mModelView.loadInverse(*mSnapshot->transform); 1248 } 1249 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1250 } 1251} 1252 1253void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1254 if (mShader) { 1255 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1256 } 1257} 1258 1259void OpenGLRenderer::setupDrawColorFilterUniforms() { 1260 if (mColorFilter) { 1261 mColorFilter->setupProgram(mCaches.currentProgram); 1262 } 1263} 1264 1265void OpenGLRenderer::setupDrawSimpleMesh() { 1266 bool force = mCaches.bindMeshBuffer(); 1267 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0); 1268 mCaches.unbindIndicesBuffer(); 1269} 1270 1271void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1272 bindTexture(texture); 1273 mTextureUnit++; 1274 mCaches.enableTexCoordsVertexArray(); 1275} 1276 1277void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1278 bindExternalTexture(texture); 1279 mTextureUnit++; 1280 mCaches.enableTexCoordsVertexArray(); 1281} 1282 1283void OpenGLRenderer::setupDrawTextureTransform() { 1284 mDescription.hasTextureTransform = true; 1285} 1286 1287void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1288 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1289 GL_FALSE, &transform.data[0]); 1290} 1291 1292void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1293 bool force = false; 1294 if (!vertices) { 1295 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1296 } else { 1297 force = mCaches.unbindMeshBuffer(); 1298 } 1299 1300 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1301 if (mCaches.currentProgram->texCoords >= 0) { 1302 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1303 } 1304 1305 mCaches.unbindIndicesBuffer(); 1306} 1307 1308void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1309 bool force = mCaches.unbindMeshBuffer(); 1310 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1311 if (mCaches.currentProgram->texCoords >= 0) { 1312 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1313 } 1314} 1315 1316void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1317 bool force = mCaches.unbindMeshBuffer(); 1318 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1319 vertices, gVertexStride); 1320 mCaches.unbindIndicesBuffer(); 1321} 1322 1323/** 1324 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1325 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1326 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1327 * attributes (one per vertex) are values from zero to one that tells the fragment 1328 * shader where the fragment is in relation to the line width/length overall; these values are 1329 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1330 * region of the line. 1331 * Note that we only pass down the width values in this setup function. The length coordinates 1332 * are set up for each individual segment. 1333 */ 1334void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1335 GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) { 1336 bool force = mCaches.unbindMeshBuffer(); 1337 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1338 vertices, gAAVertexStride); 1339 mCaches.resetTexCoordsVertexPointer(); 1340 mCaches.unbindIndicesBuffer(); 1341 1342 widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1343 glEnableVertexAttribArray(widthSlot); 1344 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1345 1346 lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1347 glEnableVertexAttribArray(lengthSlot); 1348 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1349 1350 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1351 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1352 1353 // Setting the inverse value saves computations per-fragment in the shader 1354 int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1355 glUniform1f(inverseBoundaryWidthSlot, 1.0f / boundaryWidthProportion); 1356} 1357 1358void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) { 1359 glDisableVertexAttribArray(widthSlot); 1360 glDisableVertexAttribArray(lengthSlot); 1361} 1362 1363void OpenGLRenderer::finishDrawTexture() { 1364} 1365 1366/////////////////////////////////////////////////////////////////////////////// 1367// Drawing 1368/////////////////////////////////////////////////////////////////////////////// 1369 1370status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height, 1371 Rect& dirty, int32_t flags, uint32_t level) { 1372 1373 if (!USE_DISPLAY_LIST_PROPERTIES && quickReject(0, 0, width, height)) { 1374 return false; 1375 } 1376 1377 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1378 // will be performed by the display list itself 1379 if (displayList && displayList->isRenderable()) { 1380 return displayList->replay(*this, width, height, dirty, flags, level); 1381 } 1382 1383 return DrawGlInfo::kStatusDone; 1384} 1385 1386void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1387 if (displayList) { 1388 displayList->output(*this, level); 1389 } 1390} 1391 1392void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1393 int alpha; 1394 SkXfermode::Mode mode; 1395 getAlphaAndMode(paint, &alpha, &mode); 1396 1397 float x = left; 1398 float y = top; 1399 1400 GLenum filter = GL_LINEAR; 1401 bool ignoreTransform = false; 1402 if (mSnapshot->transform->isPureTranslate()) { 1403 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1404 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1405 ignoreTransform = true; 1406 filter = GL_NEAREST; 1407 } else { 1408 filter = FILTER(paint); 1409 } 1410 1411 setupDraw(); 1412 setupDrawWithTexture(true); 1413 if (paint) { 1414 setupDrawAlpha8Color(paint->getColor(), alpha); 1415 } 1416 setupDrawColorFilter(); 1417 setupDrawShader(); 1418 setupDrawBlending(true, mode); 1419 setupDrawProgram(); 1420 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1421 1422 setupDrawTexture(texture->id); 1423 texture->setWrap(GL_CLAMP_TO_EDGE); 1424 texture->setFilter(filter); 1425 1426 setupDrawPureColorUniforms(); 1427 setupDrawColorFilterUniforms(); 1428 setupDrawShaderUniforms(); 1429 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1430 1431 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1432 1433 finishDrawTexture(); 1434} 1435 1436void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1437 const float right = left + bitmap->width(); 1438 const float bottom = top + bitmap->height(); 1439 1440 if (quickReject(left, top, right, bottom)) { 1441 return; 1442 } 1443 1444 mCaches.activeTexture(0); 1445 Texture* texture = mCaches.textureCache.get(bitmap); 1446 if (!texture) return; 1447 const AutoTexture autoCleanup(texture); 1448 1449 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1450 drawAlphaBitmap(texture, left, top, paint); 1451 } else { 1452 drawTextureRect(left, top, right, bottom, texture, paint); 1453 } 1454} 1455 1456void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1457 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1458 const mat4 transform(*matrix); 1459 transform.mapRect(r); 1460 1461 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1462 return; 1463 } 1464 1465 mCaches.activeTexture(0); 1466 Texture* texture = mCaches.textureCache.get(bitmap); 1467 if (!texture) return; 1468 const AutoTexture autoCleanup(texture); 1469 1470 // This could be done in a cheaper way, all we need is pass the matrix 1471 // to the vertex shader. The save/restore is a bit overkill. 1472 save(SkCanvas::kMatrix_SaveFlag); 1473 concatMatrix(matrix); 1474 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1475 restore(); 1476} 1477 1478void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1479 float* vertices, int* colors, SkPaint* paint) { 1480 // TODO: Do a quickReject 1481 if (!vertices || mSnapshot->isIgnored()) { 1482 return; 1483 } 1484 1485 mCaches.activeTexture(0); 1486 Texture* texture = mCaches.textureCache.get(bitmap); 1487 if (!texture) return; 1488 const AutoTexture autoCleanup(texture); 1489 1490 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1491 texture->setFilter(FILTER(paint), true); 1492 1493 int alpha; 1494 SkXfermode::Mode mode; 1495 getAlphaAndMode(paint, &alpha, &mode); 1496 1497 const uint32_t count = meshWidth * meshHeight * 6; 1498 1499 float left = FLT_MAX; 1500 float top = FLT_MAX; 1501 float right = FLT_MIN; 1502 float bottom = FLT_MIN; 1503 1504#if RENDER_LAYERS_AS_REGIONS 1505 const bool hasActiveLayer = hasLayer(); 1506#else 1507 const bool hasActiveLayer = false; 1508#endif 1509 1510 // TODO: Support the colors array 1511 TextureVertex mesh[count]; 1512 TextureVertex* vertex = mesh; 1513 for (int32_t y = 0; y < meshHeight; y++) { 1514 for (int32_t x = 0; x < meshWidth; x++) { 1515 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1516 1517 float u1 = float(x) / meshWidth; 1518 float u2 = float(x + 1) / meshWidth; 1519 float v1 = float(y) / meshHeight; 1520 float v2 = float(y + 1) / meshHeight; 1521 1522 int ax = i + (meshWidth + 1) * 2; 1523 int ay = ax + 1; 1524 int bx = i; 1525 int by = bx + 1; 1526 int cx = i + 2; 1527 int cy = cx + 1; 1528 int dx = i + (meshWidth + 1) * 2 + 2; 1529 int dy = dx + 1; 1530 1531 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1532 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1533 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1534 1535 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1536 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1537 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1538 1539#if RENDER_LAYERS_AS_REGIONS 1540 if (hasActiveLayer) { 1541 // TODO: This could be optimized to avoid unnecessary ops 1542 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1543 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1544 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1545 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1546 } 1547#endif 1548 } 1549 } 1550 1551#if RENDER_LAYERS_AS_REGIONS 1552 if (hasActiveLayer) { 1553 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1554 } 1555#endif 1556 1557 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1558 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1559 GL_TRIANGLES, count, false, false, 0, false, false); 1560} 1561 1562void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1563 float srcLeft, float srcTop, float srcRight, float srcBottom, 1564 float dstLeft, float dstTop, float dstRight, float dstBottom, 1565 SkPaint* paint) { 1566 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1567 return; 1568 } 1569 1570 mCaches.activeTexture(0); 1571 Texture* texture = mCaches.textureCache.get(bitmap); 1572 if (!texture) return; 1573 const AutoTexture autoCleanup(texture); 1574 1575 const float width = texture->width; 1576 const float height = texture->height; 1577 1578 const float u1 = fmax(0.0f, srcLeft / width); 1579 const float v1 = fmax(0.0f, srcTop / height); 1580 const float u2 = fmin(1.0f, srcRight / width); 1581 const float v2 = fmin(1.0f, srcBottom / height); 1582 1583 mCaches.unbindMeshBuffer(); 1584 resetDrawTextureTexCoords(u1, v1, u2, v2); 1585 1586 int alpha; 1587 SkXfermode::Mode mode; 1588 getAlphaAndMode(paint, &alpha, &mode); 1589 1590 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1591 1592 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 1593 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1594 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1595 1596 GLenum filter = GL_NEAREST; 1597 // Enable linear filtering if the source rectangle is scaled 1598 if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) { 1599 filter = FILTER(paint); 1600 } 1601 1602 texture->setFilter(filter, true); 1603 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1604 texture->id, alpha / 255.0f, mode, texture->blend, 1605 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1606 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1607 } else { 1608 texture->setFilter(FILTER(paint), true); 1609 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1610 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1611 GL_TRIANGLE_STRIP, gMeshCount); 1612 } 1613 1614 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1615} 1616 1617void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1618 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1619 float left, float top, float right, float bottom, SkPaint* paint) { 1620 if (quickReject(left, top, right, bottom)) { 1621 return; 1622 } 1623 1624 mCaches.activeTexture(0); 1625 Texture* texture = mCaches.textureCache.get(bitmap); 1626 if (!texture) return; 1627 const AutoTexture autoCleanup(texture); 1628 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1629 texture->setFilter(GL_LINEAR, true); 1630 1631 int alpha; 1632 SkXfermode::Mode mode; 1633 getAlphaAndMode(paint, &alpha, &mode); 1634 1635 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1636 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1637 1638 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 1639 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1640#if RENDER_LAYERS_AS_REGIONS 1641 // Mark the current layer dirty where we are going to draw the patch 1642 if (hasLayer() && mesh->hasEmptyQuads) { 1643 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1644 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1645 const size_t count = mesh->quads.size(); 1646 for (size_t i = 0; i < count; i++) { 1647 const Rect& bounds = mesh->quads.itemAt(i); 1648 if (CC_LIKELY(pureTranslate)) { 1649 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1650 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1651 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1652 } else { 1653 dirtyLayer(left + bounds.left, top + bounds.top, 1654 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1655 } 1656 } 1657 } 1658#endif 1659 1660 if (CC_LIKELY(pureTranslate)) { 1661 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1662 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1663 1664 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1665 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1666 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1667 true, !mesh->hasEmptyQuads); 1668 } else { 1669 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1670 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1671 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1672 true, !mesh->hasEmptyQuads); 1673 } 1674 } 1675} 1676 1677/** 1678 * This function uses a similar approach to that of AA lines in the drawLines() function. 1679 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment 1680 * shader to compute the translucency of the color, determined by whether a given pixel is 1681 * within that boundary region and how far into the region it is. 1682 */ 1683void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom, 1684 int color, SkXfermode::Mode mode) { 1685 float inverseScaleX = 1.0f; 1686 float inverseScaleY = 1.0f; 1687 // The quad that we use needs to account for scaling. 1688 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 1689 Matrix4 *mat = mSnapshot->transform; 1690 float m00 = mat->data[Matrix4::kScaleX]; 1691 float m01 = mat->data[Matrix4::kSkewY]; 1692 float m02 = mat->data[2]; 1693 float m10 = mat->data[Matrix4::kSkewX]; 1694 float m11 = mat->data[Matrix4::kScaleX]; 1695 float m12 = mat->data[6]; 1696 float scaleX = sqrt(m00 * m00 + m01 * m01); 1697 float scaleY = sqrt(m10 * m10 + m11 * m11); 1698 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1699 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1700 } 1701 1702 setupDraw(); 1703 setupDrawNoTexture(); 1704 setupDrawAALine(); 1705 setupDrawColor(color); 1706 setupDrawColorFilter(); 1707 setupDrawShader(); 1708 setupDrawBlending(true, mode); 1709 setupDrawProgram(); 1710 setupDrawModelViewIdentity(true); 1711 setupDrawColorUniforms(); 1712 setupDrawColorFilterUniforms(); 1713 setupDrawShaderIdentityUniforms(); 1714 1715 AAVertex rects[4]; 1716 AAVertex* aaVertices = &rects[0]; 1717 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1718 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1719 1720 float boundarySizeX = .5 * inverseScaleX; 1721 float boundarySizeY = .5 * inverseScaleY; 1722 1723 // Adjust the rect by the AA boundary padding 1724 left -= boundarySizeX; 1725 right += boundarySizeX; 1726 top -= boundarySizeY; 1727 bottom += boundarySizeY; 1728 1729 float width = right - left; 1730 float height = bottom - top; 1731 1732 int widthSlot; 1733 int lengthSlot; 1734 1735 float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0; 1736 float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0; 1737 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, 1738 boundaryWidthProportion, widthSlot, lengthSlot); 1739 1740 int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1741 int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1742 glUniform1f(boundaryLengthSlot, boundaryHeightProportion); 1743 glUniform1f(inverseBoundaryLengthSlot, (1.0f / boundaryHeightProportion)); 1744 1745 if (!quickReject(left, top, right, bottom)) { 1746 AAVertex::set(aaVertices++, left, bottom, 1, 1); 1747 AAVertex::set(aaVertices++, left, top, 1, 0); 1748 AAVertex::set(aaVertices++, right, bottom, 0, 1); 1749 AAVertex::set(aaVertices++, right, top, 0, 0); 1750 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1751 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 1752 } 1753 1754 finishDrawAALine(widthSlot, lengthSlot); 1755} 1756 1757/** 1758 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1759 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1760 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1761 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 1762 * of the line. Hairlines are more involved because we need to account for transform scaling 1763 * to end up with a one-pixel-wide line in screen space.. 1764 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 1765 * in combination with values that we calculate and pass down in this method. The basic approach 1766 * is that the quad we create contains both the core line area plus a bounding area in which 1767 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 1768 * proportion of the width and the length of a given segment is represented by the boundary 1769 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 1770 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 1771 * on the inside). This ends up giving the result we want, with pixels that are completely 1772 * 'inside' the line area being filled opaquely and the other pixels being filled according to 1773 * how far into the boundary region they are, which is determined by shader interpolation. 1774 */ 1775void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1776 if (mSnapshot->isIgnored()) return; 1777 1778 const bool isAA = paint->isAntiAlias(); 1779 // We use half the stroke width here because we're going to position the quad 1780 // corner vertices half of the width away from the line endpoints 1781 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 1782 // A stroke width of 0 has a special meaning in Skia: 1783 // it draws a line 1 px wide regardless of current transform 1784 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1785 1786 float inverseScaleX = 1.0f; 1787 float inverseScaleY = 1.0f; 1788 bool scaled = false; 1789 1790 int alpha; 1791 SkXfermode::Mode mode; 1792 1793 int generatedVerticesCount = 0; 1794 int verticesCount = count; 1795 if (count > 4) { 1796 // Polyline: account for extra vertices needed for continuous tri-strip 1797 verticesCount += (count - 4); 1798 } 1799 1800 if (isHairLine || isAA) { 1801 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 1802 // the line on the screen should always be one pixel wide regardless of scale. For 1803 // AA lines, we only want one pixel of translucent boundary around the quad. 1804 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 1805 Matrix4 *mat = mSnapshot->transform; 1806 float m00 = mat->data[Matrix4::kScaleX]; 1807 float m01 = mat->data[Matrix4::kSkewY]; 1808 float m02 = mat->data[2]; 1809 float m10 = mat->data[Matrix4::kSkewX]; 1810 float m11 = mat->data[Matrix4::kScaleX]; 1811 float m12 = mat->data[6]; 1812 1813 float scaleX = sqrtf(m00 * m00 + m01 * m01); 1814 float scaleY = sqrtf(m10 * m10 + m11 * m11); 1815 1816 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1817 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1818 1819 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 1820 scaled = true; 1821 } 1822 } 1823 } 1824 1825 getAlphaAndMode(paint, &alpha, &mode); 1826 setupDraw(); 1827 setupDrawNoTexture(); 1828 if (isAA) { 1829 setupDrawAALine(); 1830 } 1831 setupDrawColor(paint->getColor(), alpha); 1832 setupDrawColorFilter(); 1833 setupDrawShader(); 1834 setupDrawBlending(isAA, mode); 1835 setupDrawProgram(); 1836 setupDrawModelViewIdentity(true); 1837 setupDrawColorUniforms(); 1838 setupDrawColorFilterUniforms(); 1839 setupDrawShaderIdentityUniforms(); 1840 1841 if (isHairLine) { 1842 // Set a real stroke width to be used in quad construction 1843 halfStrokeWidth = isAA? 1 : .5; 1844 } else if (isAA && !scaled) { 1845 // Expand boundary to enable AA calculations on the quad border 1846 halfStrokeWidth += .5f; 1847 } 1848 1849 int widthSlot; 1850 int lengthSlot; 1851 1852 Vertex lines[verticesCount]; 1853 Vertex* vertices = &lines[0]; 1854 1855 AAVertex wLines[verticesCount]; 1856 AAVertex* aaVertices = &wLines[0]; 1857 1858 if (CC_UNLIKELY(!isAA)) { 1859 setupDrawVertices(vertices); 1860 } else { 1861 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1862 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1863 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 1864 // AA stroke width (the base stroke width expanded by a half pixel on either side). 1865 // This value is used in the fragment shader to determine how to fill fragments. 1866 // We will need to calculate the actual width proportion on each segment for 1867 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 1868 float boundaryWidthProportion = 1 / (2 * halfStrokeWidth); 1869 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, 1870 boundaryWidthProportion, widthSlot, lengthSlot); 1871 } 1872 1873 AAVertex* prevAAVertex = NULL; 1874 Vertex* prevVertex = NULL; 1875 1876 int boundaryLengthSlot = -1; 1877 int inverseBoundaryLengthSlot = -1; 1878 int boundaryWidthSlot = -1; 1879 int inverseBoundaryWidthSlot = -1; 1880 1881 for (int i = 0; i < count; i += 4) { 1882 // a = start point, b = end point 1883 vec2 a(points[i], points[i + 1]); 1884 vec2 b(points[i + 2], points[i + 3]); 1885 1886 float length = 0; 1887 float boundaryLengthProportion = 0; 1888 float boundaryWidthProportion = 0; 1889 1890 // Find the normal to the line 1891 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 1892 if (isHairLine) { 1893 if (isAA) { 1894 float wideningFactor; 1895 if (fabs(n.x) >= fabs(n.y)) { 1896 wideningFactor = fabs(1.0f / n.x); 1897 } else { 1898 wideningFactor = fabs(1.0f / n.y); 1899 } 1900 n *= wideningFactor; 1901 } 1902 1903 if (scaled) { 1904 n.x *= inverseScaleX; 1905 n.y *= inverseScaleY; 1906 } 1907 } else if (scaled) { 1908 // Extend n by .5 pixel on each side, post-transform 1909 vec2 extendedN = n.copyNormalized(); 1910 extendedN /= 2; 1911 extendedN.x *= inverseScaleX; 1912 extendedN.y *= inverseScaleY; 1913 1914 float extendedNLength = extendedN.length(); 1915 // We need to set this value on the shader prior to drawing 1916 boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength); 1917 n += extendedN; 1918 } 1919 1920 float x = n.x; 1921 n.x = -n.y; 1922 n.y = x; 1923 1924 // aa lines expand the endpoint vertices to encompass the AA boundary 1925 if (isAA) { 1926 vec2 abVector = (b - a); 1927 length = abVector.length(); 1928 abVector.normalize(); 1929 1930 if (scaled) { 1931 abVector.x *= inverseScaleX; 1932 abVector.y *= inverseScaleY; 1933 float abLength = abVector.length(); 1934 boundaryLengthProportion = abLength / (length + abLength); 1935 } else { 1936 boundaryLengthProportion = .5 / (length + 1); 1937 } 1938 1939 abVector /= 2; 1940 a -= abVector; 1941 b += abVector; 1942 } 1943 1944 // Four corners of the rectangle defining a thick line 1945 vec2 p1 = a - n; 1946 vec2 p2 = a + n; 1947 vec2 p3 = b + n; 1948 vec2 p4 = b - n; 1949 1950 1951 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1952 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1953 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1954 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1955 1956 if (!quickReject(left, top, right, bottom)) { 1957 if (!isAA) { 1958 if (prevVertex != NULL) { 1959 // Issue two repeat vertices to create degenerate triangles to bridge 1960 // between the previous line and the new one. This is necessary because 1961 // we are creating a single triangle_strip which will contain 1962 // potentially discontinuous line segments. 1963 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 1964 Vertex::set(vertices++, p1.x, p1.y); 1965 generatedVerticesCount += 2; 1966 } 1967 1968 Vertex::set(vertices++, p1.x, p1.y); 1969 Vertex::set(vertices++, p2.x, p2.y); 1970 Vertex::set(vertices++, p4.x, p4.y); 1971 Vertex::set(vertices++, p3.x, p3.y); 1972 1973 prevVertex = vertices - 1; 1974 generatedVerticesCount += 4; 1975 } else { 1976 if (!isHairLine && scaled) { 1977 // Must set width proportions per-segment for scaled non-hairlines to use the 1978 // correct AA boundary dimensions 1979 if (boundaryWidthSlot < 0) { 1980 boundaryWidthSlot = 1981 mCaches.currentProgram->getUniform("boundaryWidth"); 1982 inverseBoundaryWidthSlot = 1983 mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1984 } 1985 1986 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1987 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1988 } 1989 1990 if (boundaryLengthSlot < 0) { 1991 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1992 inverseBoundaryLengthSlot = 1993 mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1994 } 1995 1996 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 1997 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion)); 1998 1999 if (prevAAVertex != NULL) { 2000 // Issue two repeat vertices to create degenerate triangles to bridge 2001 // between the previous line and the new one. This is necessary because 2002 // we are creating a single triangle_strip which will contain 2003 // potentially discontinuous line segments. 2004 AAVertex::set(aaVertices++,prevAAVertex->position[0], 2005 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 2006 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2007 generatedVerticesCount += 2; 2008 } 2009 2010 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2011 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 2012 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 2013 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 2014 2015 prevAAVertex = aaVertices - 1; 2016 generatedVerticesCount += 4; 2017 } 2018 2019 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 2020 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 2021 *mSnapshot->transform); 2022 } 2023 } 2024 2025 if (generatedVerticesCount > 0) { 2026 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 2027 } 2028 2029 if (isAA) { 2030 finishDrawAALine(widthSlot, lengthSlot); 2031 } 2032} 2033 2034void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2035 if (mSnapshot->isIgnored()) return; 2036 2037 // TODO: The paint's cap style defines whether the points are square or circular 2038 // TODO: Handle AA for round points 2039 2040 // A stroke width of 0 has a special meaning in Skia: 2041 // it draws an unscaled 1px point 2042 float strokeWidth = paint->getStrokeWidth(); 2043 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 2044 if (isHairLine) { 2045 // Now that we know it's hairline, we can set the effective width, to be used later 2046 strokeWidth = 1.0f; 2047 } 2048 const float halfWidth = strokeWidth / 2; 2049 int alpha; 2050 SkXfermode::Mode mode; 2051 getAlphaAndMode(paint, &alpha, &mode); 2052 2053 int verticesCount = count >> 1; 2054 int generatedVerticesCount = 0; 2055 2056 TextureVertex pointsData[verticesCount]; 2057 TextureVertex* vertex = &pointsData[0]; 2058 2059 setupDraw(); 2060 setupDrawNoTexture(); 2061 setupDrawPoint(strokeWidth); 2062 setupDrawColor(paint->getColor(), alpha); 2063 setupDrawColorFilter(); 2064 setupDrawShader(); 2065 setupDrawBlending(mode); 2066 setupDrawProgram(); 2067 setupDrawModelViewIdentity(true); 2068 setupDrawColorUniforms(); 2069 setupDrawColorFilterUniforms(); 2070 setupDrawPointUniforms(); 2071 setupDrawShaderIdentityUniforms(); 2072 setupDrawMesh(vertex); 2073 2074 for (int i = 0; i < count; i += 2) { 2075 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 2076 generatedVerticesCount++; 2077 2078 float left = points[i] - halfWidth; 2079 float right = points[i] + halfWidth; 2080 float top = points[i + 1] - halfWidth; 2081 float bottom = points [i + 1] + halfWidth; 2082 2083 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 2084 } 2085 2086 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 2087} 2088 2089void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2090 // No need to check against the clip, we fill the clip region 2091 if (mSnapshot->isIgnored()) return; 2092 2093 Rect& clip(*mSnapshot->clipRect); 2094 clip.snapToPixelBoundaries(); 2095 2096 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2097} 2098 2099void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 2100 if (!texture) return; 2101 const AutoTexture autoCleanup(texture); 2102 2103 const float x = left + texture->left - texture->offset; 2104 const float y = top + texture->top - texture->offset; 2105 2106 drawPathTexture(texture, x, y, paint); 2107} 2108 2109void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2110 float rx, float ry, SkPaint* paint) { 2111 if (mSnapshot->isIgnored()) return; 2112 2113 mCaches.activeTexture(0); 2114 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 2115 right - left, bottom - top, rx, ry, paint); 2116 drawShape(left, top, texture, paint); 2117} 2118 2119void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 2120 if (mSnapshot->isIgnored()) return; 2121 2122 mCaches.activeTexture(0); 2123 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 2124 drawShape(x - radius, y - radius, texture, paint); 2125} 2126 2127void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 2128 if (mSnapshot->isIgnored()) return; 2129 2130 mCaches.activeTexture(0); 2131 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 2132 drawShape(left, top, texture, paint); 2133} 2134 2135void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2136 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 2137 if (mSnapshot->isIgnored()) return; 2138 2139 if (fabs(sweepAngle) >= 360.0f) { 2140 drawOval(left, top, right, bottom, paint); 2141 return; 2142 } 2143 2144 mCaches.activeTexture(0); 2145 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2146 startAngle, sweepAngle, useCenter, paint); 2147 drawShape(left, top, texture, paint); 2148} 2149 2150void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 2151 SkPaint* paint) { 2152 if (mSnapshot->isIgnored()) return; 2153 2154 mCaches.activeTexture(0); 2155 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 2156 drawShape(left, top, texture, paint); 2157} 2158 2159void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2160 if (p->getStyle() != SkPaint::kFill_Style) { 2161 drawRectAsShape(left, top, right, bottom, p); 2162 return; 2163 } 2164 2165 if (quickReject(left, top, right, bottom)) { 2166 return; 2167 } 2168 2169 SkXfermode::Mode mode; 2170 if (!mCaches.extensions.hasFramebufferFetch()) { 2171 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 2172 if (!isMode) { 2173 // Assume SRC_OVER 2174 mode = SkXfermode::kSrcOver_Mode; 2175 } 2176 } else { 2177 mode = getXfermode(p->getXfermode()); 2178 } 2179 2180 int color = p->getColor(); 2181 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2182 drawAARect(left, top, right, bottom, color, mode); 2183 } else { 2184 drawColorRect(left, top, right, bottom, color, mode); 2185 } 2186} 2187 2188void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2189 const float* positions, SkPaint* paint) { 2190 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2191 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2192 return; 2193 } 2194 2195 // NOTE: Skia does not support perspective transform on drawPosText yet 2196 if (!mSnapshot->transform->isSimple()) { 2197 return; 2198 } 2199 2200 float x = 0.0f; 2201 float y = 0.0f; 2202 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2203 if (pureTranslate) { 2204 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2205 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2206 } 2207 2208 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2209 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2210 paint->getTextSize()); 2211 2212 int alpha; 2213 SkXfermode::Mode mode; 2214 getAlphaAndMode(paint, &alpha, &mode); 2215 2216 // Pick the appropriate texture filtering 2217 bool linearFilter = mSnapshot->transform->changesBounds(); 2218 if (pureTranslate && !linearFilter) { 2219 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2220 } 2221 2222 mCaches.activeTexture(0); 2223 setupDraw(); 2224 setupDrawDirtyRegionsDisabled(); 2225 setupDrawWithTexture(true); 2226 setupDrawAlpha8Color(paint->getColor(), alpha); 2227 setupDrawColorFilter(); 2228 setupDrawShader(); 2229 setupDrawBlending(true, mode); 2230 setupDrawProgram(); 2231 setupDrawModelView(x, y, x, y, pureTranslate, true); 2232 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2233 setupDrawPureColorUniforms(); 2234 setupDrawColorFilterUniforms(); 2235 setupDrawShaderUniforms(pureTranslate); 2236 2237 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2238 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2239 2240#if RENDER_LAYERS_AS_REGIONS 2241 const bool hasActiveLayer = hasLayer(); 2242#else 2243 const bool hasActiveLayer = false; 2244#endif 2245 2246 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2247 positions, hasActiveLayer ? &bounds : NULL)) { 2248#if RENDER_LAYERS_AS_REGIONS 2249 if (hasActiveLayer) { 2250 if (!pureTranslate) { 2251 mSnapshot->transform->mapRect(bounds); 2252 } 2253 dirtyLayerUnchecked(bounds, getRegion()); 2254 } 2255#endif 2256 } 2257} 2258 2259void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2260 float x, float y, SkPaint* paint, float length) { 2261 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2262 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2263 return; 2264 } 2265 2266 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2267 switch (paint->getTextAlign()) { 2268 case SkPaint::kCenter_Align: 2269 x -= length / 2.0f; 2270 break; 2271 case SkPaint::kRight_Align: 2272 x -= length; 2273 break; 2274 default: 2275 break; 2276 } 2277 2278 SkPaint::FontMetrics metrics; 2279 paint->getFontMetrics(&metrics, 0.0f); 2280 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2281 return; 2282 } 2283 2284 const float oldX = x; 2285 const float oldY = y; 2286 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2287 if (CC_LIKELY(pureTranslate)) { 2288 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2289 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2290 } 2291 2292#if DEBUG_GLYPHS 2293 ALOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface())); 2294#endif 2295 2296 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2297 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2298 paint->getTextSize()); 2299 2300 int alpha; 2301 SkXfermode::Mode mode; 2302 getAlphaAndMode(paint, &alpha, &mode); 2303 2304 if (CC_UNLIKELY(mHasShadow)) { 2305 mCaches.activeTexture(0); 2306 2307 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2308 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2309 paint, text, bytesCount, count, mShadowRadius); 2310 const AutoTexture autoCleanup(shadow); 2311 2312 const float sx = oldX - shadow->left + mShadowDx; 2313 const float sy = oldY - shadow->top + mShadowDy; 2314 2315 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 2316 int shadowColor = mShadowColor; 2317 if (mShader) { 2318 shadowColor = 0xffffffff; 2319 } 2320 2321 setupDraw(); 2322 setupDrawWithTexture(true); 2323 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2324 setupDrawColorFilter(); 2325 setupDrawShader(); 2326 setupDrawBlending(true, mode); 2327 setupDrawProgram(); 2328 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2329 setupDrawTexture(shadow->id); 2330 setupDrawPureColorUniforms(); 2331 setupDrawColorFilterUniforms(); 2332 setupDrawShaderUniforms(); 2333 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2334 2335 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2336 } 2337 2338 // Pick the appropriate texture filtering 2339 bool linearFilter = mSnapshot->transform->changesBounds(); 2340 if (pureTranslate && !linearFilter) { 2341 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2342 } 2343 2344 mCaches.activeTexture(0); 2345 setupDraw(); 2346 setupDrawDirtyRegionsDisabled(); 2347 setupDrawWithTexture(true); 2348 setupDrawAlpha8Color(paint->getColor(), alpha); 2349 setupDrawColorFilter(); 2350 setupDrawShader(); 2351 setupDrawBlending(true, mode); 2352 setupDrawProgram(); 2353 setupDrawModelView(x, y, x, y, pureTranslate, true); 2354 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2355 setupDrawPureColorUniforms(); 2356 setupDrawColorFilterUniforms(); 2357 setupDrawShaderUniforms(pureTranslate); 2358 2359 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2360 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2361 2362#if RENDER_LAYERS_AS_REGIONS 2363 const bool hasActiveLayer = hasLayer(); 2364#else 2365 const bool hasActiveLayer = false; 2366#endif 2367 2368 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 2369 hasActiveLayer ? &bounds : NULL)) { 2370#if RENDER_LAYERS_AS_REGIONS 2371 if (hasActiveLayer) { 2372 if (!pureTranslate) { 2373 mSnapshot->transform->mapRect(bounds); 2374 } 2375 dirtyLayerUnchecked(bounds, getRegion()); 2376 } 2377#endif 2378 } 2379 2380 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2381} 2382 2383void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2384 float hOffset, float vOffset, SkPaint* paint) { 2385 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2386 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2387 return; 2388 } 2389 2390 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2391 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2392 paint->getTextSize()); 2393 2394 int alpha; 2395 SkXfermode::Mode mode; 2396 getAlphaAndMode(paint, &alpha, &mode); 2397 2398 mCaches.activeTexture(0); 2399 setupDraw(); 2400 setupDrawDirtyRegionsDisabled(); 2401 setupDrawWithTexture(true); 2402 setupDrawAlpha8Color(paint->getColor(), alpha); 2403 setupDrawColorFilter(); 2404 setupDrawShader(); 2405 setupDrawBlending(true, mode); 2406 setupDrawProgram(); 2407 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2408 setupDrawTexture(fontRenderer.getTexture(true)); 2409 setupDrawPureColorUniforms(); 2410 setupDrawColorFilterUniforms(); 2411 setupDrawShaderUniforms(false); 2412 2413 const Rect* clip = &mSnapshot->getLocalClip(); 2414 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2415 2416#if RENDER_LAYERS_AS_REGIONS 2417 const bool hasActiveLayer = hasLayer(); 2418#else 2419 const bool hasActiveLayer = false; 2420#endif 2421 2422 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2423 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2424#if RENDER_LAYERS_AS_REGIONS 2425 if (hasActiveLayer) { 2426 mSnapshot->transform->mapRect(bounds); 2427 dirtyLayerUnchecked(bounds, getRegion()); 2428 } 2429#endif 2430 } 2431} 2432 2433void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2434 if (mSnapshot->isIgnored()) return; 2435 2436 mCaches.activeTexture(0); 2437 2438 // TODO: Perform early clip test before we rasterize the path 2439 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2440 if (!texture) return; 2441 const AutoTexture autoCleanup(texture); 2442 2443 const float x = texture->left - texture->offset; 2444 const float y = texture->top - texture->offset; 2445 2446 drawPathTexture(texture, x, y, paint); 2447} 2448 2449void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2450 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 2451 return; 2452 } 2453 2454 if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) { 2455 OpenGLRenderer* renderer = layer->renderer; 2456 Rect& dirty = layer->dirtyRect; 2457 2458 interrupt(); 2459 renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight()); 2460 renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend()); 2461 renderer->drawDisplayList(layer->displayList, layer->getWidth(), layer->getHeight(), 2462 dirty, DisplayList::kReplayFlag_ClipChildren); 2463 renderer->finish(); 2464 resume(); 2465 2466 dirty.setEmpty(); 2467 layer->deferredUpdateScheduled = false; 2468 layer->renderer = NULL; 2469 layer->displayList = NULL; 2470 } 2471 2472 mCaches.activeTexture(0); 2473 2474 int alpha; 2475 SkXfermode::Mode mode; 2476 getAlphaAndMode(paint, &alpha, &mode); 2477 2478 layer->setAlpha(alpha, mode); 2479 2480#if RENDER_LAYERS_AS_REGIONS 2481 if (CC_LIKELY(!layer->region.isEmpty())) { 2482 if (layer->region.isRect()) { 2483 composeLayerRect(layer, layer->regionRect); 2484 } else if (layer->mesh) { 2485 const float a = alpha / 255.0f; 2486 const Rect& rect = layer->layer; 2487 2488 setupDraw(); 2489 setupDrawWithTexture(); 2490 setupDrawColor(a, a, a, a); 2491 setupDrawColorFilter(); 2492 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2493 setupDrawProgram(); 2494 setupDrawPureColorUniforms(); 2495 setupDrawColorFilterUniforms(); 2496 setupDrawTexture(layer->getTexture()); 2497 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2498 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2499 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2500 2501 layer->setFilter(GL_NEAREST); 2502 setupDrawModelViewTranslate(x, y, 2503 x + layer->layer.getWidth(), y + layer->layer.getHeight(), true); 2504 } else { 2505 layer->setFilter(GL_LINEAR); 2506 setupDrawModelViewTranslate(x, y, 2507 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2508 } 2509 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2510 2511 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2512 GL_UNSIGNED_SHORT, layer->meshIndices); 2513 2514 finishDrawTexture(); 2515 2516#if DEBUG_LAYERS_AS_REGIONS 2517 drawRegionRects(layer->region); 2518#endif 2519 } 2520 } 2521#else 2522 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2523 composeLayerRect(layer, r); 2524#endif 2525} 2526 2527/////////////////////////////////////////////////////////////////////////////// 2528// Shaders 2529/////////////////////////////////////////////////////////////////////////////// 2530 2531void OpenGLRenderer::resetShader() { 2532 mShader = NULL; 2533} 2534 2535void OpenGLRenderer::setupShader(SkiaShader* shader) { 2536 mShader = shader; 2537 if (mShader) { 2538 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2539 } 2540} 2541 2542/////////////////////////////////////////////////////////////////////////////// 2543// Color filters 2544/////////////////////////////////////////////////////////////////////////////// 2545 2546void OpenGLRenderer::resetColorFilter() { 2547 mColorFilter = NULL; 2548} 2549 2550void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2551 mColorFilter = filter; 2552} 2553 2554/////////////////////////////////////////////////////////////////////////////// 2555// Drop shadow 2556/////////////////////////////////////////////////////////////////////////////// 2557 2558void OpenGLRenderer::resetShadow() { 2559 mHasShadow = false; 2560} 2561 2562void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2563 mHasShadow = true; 2564 mShadowRadius = radius; 2565 mShadowDx = dx; 2566 mShadowDy = dy; 2567 mShadowColor = color; 2568} 2569 2570/////////////////////////////////////////////////////////////////////////////// 2571// Draw filters 2572/////////////////////////////////////////////////////////////////////////////// 2573 2574void OpenGLRenderer::resetPaintFilter() { 2575 mHasDrawFilter = false; 2576} 2577 2578void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2579 mHasDrawFilter = true; 2580 mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 2581 mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 2582} 2583 2584SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 2585 if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint; 2586 2587 uint32_t flags = paint->getFlags(); 2588 2589 mFilteredPaint = *paint; 2590 mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits); 2591 2592 return &mFilteredPaint; 2593} 2594 2595/////////////////////////////////////////////////////////////////////////////// 2596// Drawing implementation 2597/////////////////////////////////////////////////////////////////////////////// 2598 2599void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2600 float x, float y, SkPaint* paint) { 2601 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2602 return; 2603 } 2604 2605 int alpha; 2606 SkXfermode::Mode mode; 2607 getAlphaAndMode(paint, &alpha, &mode); 2608 2609 setupDraw(); 2610 setupDrawWithTexture(true); 2611 setupDrawAlpha8Color(paint->getColor(), alpha); 2612 setupDrawColorFilter(); 2613 setupDrawShader(); 2614 setupDrawBlending(true, mode); 2615 setupDrawProgram(); 2616 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2617 setupDrawTexture(texture->id); 2618 setupDrawPureColorUniforms(); 2619 setupDrawColorFilterUniforms(); 2620 setupDrawShaderUniforms(); 2621 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2622 2623 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2624 2625 finishDrawTexture(); 2626} 2627 2628// Same values used by Skia 2629#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2630#define kStdUnderline_Offset (1.0f / 9.0f) 2631#define kStdUnderline_Thickness (1.0f / 18.0f) 2632 2633void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2634 float x, float y, SkPaint* paint) { 2635 // Handle underline and strike-through 2636 uint32_t flags = paint->getFlags(); 2637 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2638 SkPaint paintCopy(*paint); 2639 float underlineWidth = length; 2640 // If length is > 0.0f, we already measured the text for the text alignment 2641 if (length <= 0.0f) { 2642 underlineWidth = paintCopy.measureText(text, bytesCount); 2643 } 2644 2645 float offsetX = 0; 2646 switch (paintCopy.getTextAlign()) { 2647 case SkPaint::kCenter_Align: 2648 offsetX = underlineWidth * 0.5f; 2649 break; 2650 case SkPaint::kRight_Align: 2651 offsetX = underlineWidth; 2652 break; 2653 default: 2654 break; 2655 } 2656 2657 if (CC_LIKELY(underlineWidth > 0.0f)) { 2658 const float textSize = paintCopy.getTextSize(); 2659 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2660 2661 const float left = x - offsetX; 2662 float top = 0.0f; 2663 2664 int linesCount = 0; 2665 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2666 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2667 2668 const int pointsCount = 4 * linesCount; 2669 float points[pointsCount]; 2670 int currentPoint = 0; 2671 2672 if (flags & SkPaint::kUnderlineText_Flag) { 2673 top = y + textSize * kStdUnderline_Offset; 2674 points[currentPoint++] = left; 2675 points[currentPoint++] = top; 2676 points[currentPoint++] = left + underlineWidth; 2677 points[currentPoint++] = top; 2678 } 2679 2680 if (flags & SkPaint::kStrikeThruText_Flag) { 2681 top = y + textSize * kStdStrikeThru_Offset; 2682 points[currentPoint++] = left; 2683 points[currentPoint++] = top; 2684 points[currentPoint++] = left + underlineWidth; 2685 points[currentPoint++] = top; 2686 } 2687 2688 paintCopy.setStrokeWidth(strokeWidth); 2689 2690 drawLines(&points[0], pointsCount, &paintCopy); 2691 } 2692 } 2693} 2694 2695void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2696 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2697 // If a shader is set, preserve only the alpha 2698 if (mShader) { 2699 color |= 0x00ffffff; 2700 } 2701 2702 setupDraw(); 2703 setupDrawNoTexture(); 2704 setupDrawColor(color); 2705 setupDrawShader(); 2706 setupDrawColorFilter(); 2707 setupDrawBlending(mode); 2708 setupDrawProgram(); 2709 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2710 setupDrawColorUniforms(); 2711 setupDrawShaderUniforms(ignoreTransform); 2712 setupDrawColorFilterUniforms(); 2713 setupDrawSimpleMesh(); 2714 2715 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2716} 2717 2718void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2719 Texture* texture, SkPaint* paint) { 2720 int alpha; 2721 SkXfermode::Mode mode; 2722 getAlphaAndMode(paint, &alpha, &mode); 2723 2724 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2725 2726 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2727 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2728 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2729 2730 texture->setFilter(GL_NEAREST, true); 2731 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2732 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2733 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2734 } else { 2735 texture->setFilter(FILTER(paint), true); 2736 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2737 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2738 GL_TRIANGLE_STRIP, gMeshCount); 2739 } 2740} 2741 2742void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2743 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2744 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2745 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2746} 2747 2748void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2749 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2750 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2751 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2752 2753 setupDraw(); 2754 setupDrawWithTexture(); 2755 setupDrawColor(alpha, alpha, alpha, alpha); 2756 setupDrawColorFilter(); 2757 setupDrawBlending(blend, mode, swapSrcDst); 2758 setupDrawProgram(); 2759 if (!dirty) { 2760 setupDrawDirtyRegionsDisabled(); 2761 } 2762 if (!ignoreScale) { 2763 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2764 } else { 2765 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2766 } 2767 setupDrawPureColorUniforms(); 2768 setupDrawColorFilterUniforms(); 2769 setupDrawTexture(texture); 2770 setupDrawMesh(vertices, texCoords, vbo); 2771 2772 glDrawArrays(drawMode, 0, elementsCount); 2773 2774 finishDrawTexture(); 2775} 2776 2777void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2778 ProgramDescription& description, bool swapSrcDst) { 2779 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2780 if (blend) { 2781 // These blend modes are not supported by OpenGL directly and have 2782 // to be implemented using shaders. Since the shader will perform 2783 // the blending, turn blending off here 2784 // If the blend mode cannot be implemented using shaders, fall 2785 // back to the default SrcOver blend mode instead 2786 if CC_UNLIKELY((mode > SkXfermode::kScreen_Mode)) { 2787 if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) { 2788 description.framebufferMode = mode; 2789 description.swapSrcDst = swapSrcDst; 2790 2791 if (mCaches.blend) { 2792 glDisable(GL_BLEND); 2793 mCaches.blend = false; 2794 } 2795 2796 return; 2797 } else { 2798 mode = SkXfermode::kSrcOver_Mode; 2799 } 2800 } 2801 2802 if (!mCaches.blend) { 2803 glEnable(GL_BLEND); 2804 } 2805 2806 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2807 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2808 2809 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2810 glBlendFunc(sourceMode, destMode); 2811 mCaches.lastSrcMode = sourceMode; 2812 mCaches.lastDstMode = destMode; 2813 } 2814 } else if (mCaches.blend) { 2815 glDisable(GL_BLEND); 2816 } 2817 mCaches.blend = blend; 2818} 2819 2820bool OpenGLRenderer::useProgram(Program* program) { 2821 if (!program->isInUse()) { 2822 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2823 program->use(); 2824 mCaches.currentProgram = program; 2825 return false; 2826 } 2827 return true; 2828} 2829 2830void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2831 TextureVertex* v = &mMeshVertices[0]; 2832 TextureVertex::setUV(v++, u1, v1); 2833 TextureVertex::setUV(v++, u2, v1); 2834 TextureVertex::setUV(v++, u1, v2); 2835 TextureVertex::setUV(v++, u2, v2); 2836} 2837 2838void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2839 if (paint) { 2840 *mode = getXfermode(paint->getXfermode()); 2841 2842 // Skia draws using the color's alpha channel if < 255 2843 // Otherwise, it uses the paint's alpha 2844 int color = paint->getColor(); 2845 *alpha = (color >> 24) & 0xFF; 2846 if (*alpha == 255) { 2847 *alpha = paint->getAlpha(); 2848 } 2849 } else { 2850 *mode = SkXfermode::kSrcOver_Mode; 2851 *alpha = 255; 2852 } 2853 *alpha *= mSnapshot->alpha; 2854} 2855 2856SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 2857 SkXfermode::Mode resultMode; 2858 if (!SkXfermode::AsMode(mode, &resultMode)) { 2859 resultMode = SkXfermode::kSrcOver_Mode; 2860 } 2861 return resultMode; 2862} 2863 2864}; // namespace uirenderer 2865}; // namespace android 2866