OpenGLRenderer.cpp revision 832b151465ed81c43e59891d5eebe62128b21fbb
1d2110dbce071a236b6176de344ca797b737542ebJoe Onorato/* 2d2110dbce071a236b6176de344ca797b737542ebJoe Onorato * Copyright (C) 2010 The Android Open Source Project 3d2110dbce071a236b6176de344ca797b737542ebJoe Onorato * 4d2110dbce071a236b6176de344ca797b737542ebJoe Onorato * Licensed under the Apache License, Version 2.0 (the "License"); 5d2110dbce071a236b6176de344ca797b737542ebJoe Onorato * you may not use this file except in compliance with the License. 6d2110dbce071a236b6176de344ca797b737542ebJoe Onorato * You may obtain a copy of the License at 7d2110dbce071a236b6176de344ca797b737542ebJoe Onorato * 8d2110dbce071a236b6176de344ca797b737542ebJoe Onorato * http://www.apache.org/licenses/LICENSE-2.0 9d2110dbce071a236b6176de344ca797b737542ebJoe Onorato * 10d2110dbce071a236b6176de344ca797b737542ebJoe Onorato * Unless required by applicable law or agreed to in writing, software 11d2110dbce071a236b6176de344ca797b737542ebJoe Onorato * distributed under the License is distributed on an "AS IS" BASIS, 12d2110dbce071a236b6176de344ca797b737542ebJoe Onorato * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13d2110dbce071a236b6176de344ca797b737542ebJoe Onorato * See the License for the specific language governing permissions and 14d2110dbce071a236b6176de344ca797b737542ebJoe Onorato * limitations under the License. 15d2110dbce071a236b6176de344ca797b737542ebJoe Onorato */ 16d2110dbce071a236b6176de344ca797b737542ebJoe Onorato 17d2110dbce071a236b6176de344ca797b737542ebJoe Onorato#define LOG_TAG "OpenGLRenderer" 18d2110dbce071a236b6176de344ca797b737542ebJoe Onorato 19d2110dbce071a236b6176de344ca797b737542ebJoe Onorato#include <stdlib.h> 20d2110dbce071a236b6176de344ca797b737542ebJoe Onorato#include <stdint.h> 21d2110dbce071a236b6176de344ca797b737542ebJoe Onorato#include <sys/types.h> 22d2110dbce071a236b6176de344ca797b737542ebJoe Onorato 23b13b9bdad2baf6ad1ec2e56b6b7598fa20f55fc4Mathias Agopian#include <SkCanvas.h> 24d2110dbce071a236b6176de344ca797b737542ebJoe Onorato#include <SkTypeface.h> 25d2110dbce071a236b6176de344ca797b737542ebJoe Onorato 26d2110dbce071a236b6176de344ca797b737542ebJoe Onorato#include <utils/Log.h> 27d2110dbce071a236b6176de344ca797b737542ebJoe Onorato#include <utils/StopWatch.h> 2858b8b24256bdc2b613b7fda9151845ed9898a4c7Ashok Bhat 291cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onorato#include <private/hwui/DrawGlInfo.h> 30d2110dbce071a236b6176de344ca797b737542ebJoe Onorato 31a3804cf77f0edd93f6247a055cdafb856b117eecElliott Hughes#include <ui/Rect.h> 32d2110dbce071a236b6176de344ca797b737542ebJoe Onorato 3358b8b24256bdc2b613b7fda9151845ed9898a4c7Ashok Bhat#include "OpenGLRenderer.h" 34d2110dbce071a236b6176de344ca797b737542ebJoe Onorato#include "DeferredDisplayList.h" 35d2110dbce071a236b6176de344ca797b737542ebJoe Onorato#include "DisplayListRenderer.h" 3658b8b24256bdc2b613b7fda9151845ed9898a4c7Ashok Bhat#include "Fence.h" 37d2110dbce071a236b6176de344ca797b737542ebJoe Onorato#include "PathTessellator.h" 38d2110dbce071a236b6176de344ca797b737542ebJoe Onorato#include "Properties.h" 39d2110dbce071a236b6176de344ca797b737542ebJoe Onorato#include "ShadowTessellator.h" 4058b8b24256bdc2b613b7fda9151845ed9898a4c7Ashok Bhat#include "Vector.h" 41d2110dbce071a236b6176de344ca797b737542ebJoe Onorato#include "VertexBuffer.h" 421cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onorato 431cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onoratonamespace android { 441cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onoratonamespace uirenderer { 451cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onorato 4658b8b24256bdc2b613b7fda9151845ed9898a4c7Ashok Bhat/////////////////////////////////////////////////////////////////////////////// 471cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onorato// Defines 481cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onorato/////////////////////////////////////////////////////////////////////////////// 491cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onorato 501cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onorato#define RAD_TO_DEG (180.0f / 3.14159265f) 511cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onorato#define MIN_ANGLE 0.001f 521cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onorato 531cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onorato#define ALPHA_THRESHOLD 0 541cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onorato 551cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onoratostatic GLenum getFilter(const SkPaint* paint) { 561cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onorato if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) { 571cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onorato return GL_LINEAR; 581cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onorato } 5958b8b24256bdc2b613b7fda9151845ed9898a4c7Ashok Bhat return GL_NEAREST; 601cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onorato} 611cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onorato 621cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onorato/////////////////////////////////////////////////////////////////////////////// 6358b8b24256bdc2b613b7fda9151845ed9898a4c7Ashok Bhat// Globals 641cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onorato/////////////////////////////////////////////////////////////////////////////// 651cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onorato 661cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onorato/** 671cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onorato * Structure mapping Skia xfermodes to OpenGL blending factors. 686d877383bc2e2952cad48780c410ed452870a5a4Dan Egnor */ 691cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onoratostruct Blender { 701cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onorato SkXfermode::Mode mode; 711cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onorato GLenum src; 721cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onorato GLenum dst; 731cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onorato}; // struct Blender 741cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onorato 751cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onorato// In this array, the index of each Blender equals the value of the first 761cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onorato// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 771cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onoratostatic const Blender gBlends[] = { 781cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onorato { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 791cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onorato { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 801cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onorato { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 811cf587496fcb1d652bab9fc6792fb106b6fefaa4Joe Onorato { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 8258b8b24256bdc2b613b7fda9151845ed9898a4c7Ashok Bhat { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 83d2110dbce071a236b6176de344ca797b737542ebJoe Onorato { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 84d2110dbce071a236b6176de344ca797b737542ebJoe Onorato { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 8506290a4bb9b280fa14a2bbeb2d3ceb09396a78c3Joe Onorato { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 8658b8b24256bdc2b613b7fda9151845ed9898a4c7Ashok Bhat { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 8706290a4bb9b280fa14a2bbeb2d3ceb09396a78c3Joe Onorato { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 8806290a4bb9b280fa14a2bbeb2d3ceb09396a78c3Joe Onorato { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 8906290a4bb9b280fa14a2bbeb2d3ceb09396a78c3Joe Onorato { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 9006290a4bb9b280fa14a2bbeb2d3ceb09396a78c3Joe Onorato { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 9106290a4bb9b280fa14a2bbeb2d3ceb09396a78c3Joe Onorato { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 9206290a4bb9b280fa14a2bbeb2d3ceb09396a78c3Joe Onorato { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 9306290a4bb9b280fa14a2bbeb2d3ceb09396a78c3Joe Onorato}; 9406290a4bb9b280fa14a2bbeb2d3ceb09396a78c3Joe Onorato 9506290a4bb9b280fa14a2bbeb2d3ceb09396a78c3Joe Onorato// This array contains the swapped version of each SkXfermode. For instance 9606290a4bb9b280fa14a2bbeb2d3ceb09396a78c3Joe Onorato// this array's SrcOver blending mode is actually DstOver. You can refer to 9706290a4bb9b280fa14a2bbeb2d3ceb09396a78c3Joe Onorato// createLayer() for more information on the purpose of this array. 9806290a4bb9b280fa14a2bbeb2d3ceb09396a78c3Joe Onoratostatic const Blender gBlendsSwap[] = { 99d2110dbce071a236b6176de344ca797b737542ebJoe Onorato { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 10058b8b24256bdc2b613b7fda9151845ed9898a4c7Ashok Bhat { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 10158b8b24256bdc2b613b7fda9151845ed9898a4c7Ashok Bhat { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 10258b8b24256bdc2b613b7fda9151845ed9898a4c7Ashok Bhat { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 10358b8b24256bdc2b613b7fda9151845ed9898a4c7Ashok Bhat { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 10458b8b24256bdc2b613b7fda9151845ed9898a4c7Ashok Bhat { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 105d2110dbce071a236b6176de344ca797b737542ebJoe Onorato { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 106d2110dbce071a236b6176de344ca797b737542ebJoe Onorato { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 107d2110dbce071a236b6176de344ca797b737542ebJoe Onorato { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 108d2110dbce071a236b6176de344ca797b737542ebJoe Onorato { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 1095baa3a62a97544669fba6d65a11c07f252e654ddSteve Block { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 1107adc274abd9c0c361b798c2348251358d7adeb18Christopher Tate { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 111d2110dbce071a236b6176de344ca797b737542ebJoe Onorato { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 112d2110dbce071a236b6176de344ca797b737542ebJoe Onorato { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 113d2110dbce071a236b6176de344ca797b737542ebJoe Onorato { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 114d2110dbce071a236b6176de344ca797b737542ebJoe Onorato}; 115 116/////////////////////////////////////////////////////////////////////////////// 117// Functions 118/////////////////////////////////////////////////////////////////////////////// 119 120template<typename T> 121static inline T min(T a, T b) { 122 return a < b ? a : b; 123} 124 125/////////////////////////////////////////////////////////////////////////////// 126// Constructors/destructor 127/////////////////////////////////////////////////////////////////////////////// 128 129OpenGLRenderer::OpenGLRenderer(): 130 mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) { 131 // *set* draw modifiers to be 0 132 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 133 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 134 135 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 136 137 mFrameStarted = false; 138 mCountOverdraw = false; 139 140 mScissorOptimizationDisabled = false; 141} 142 143OpenGLRenderer::~OpenGLRenderer() { 144 // The context has already been destroyed at this point, do not call 145 // GL APIs. All GL state should be kept in Caches.h 146} 147 148void OpenGLRenderer::initProperties() { 149 char property[PROPERTY_VALUE_MAX]; 150 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 151 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 152 INIT_LOGD(" Scissor optimization %s", 153 mScissorOptimizationDisabled ? "disabled" : "enabled"); 154 } else { 155 INIT_LOGD(" Scissor optimization enabled"); 156 } 157} 158 159/////////////////////////////////////////////////////////////////////////////// 160// Setup 161/////////////////////////////////////////////////////////////////////////////// 162 163void OpenGLRenderer::setViewport(int width, int height) { 164 initViewport(width, height); 165 166 glDisable(GL_DITHER); 167 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 168 169 glEnableVertexAttribArray(Program::kBindingPosition); 170} 171 172void OpenGLRenderer::initViewport(int width, int height) { 173 mViewProjMatrix.loadOrtho(0, width, height, 0, -1, 1); 174 175 initializeViewport(width, height); 176} 177 178void OpenGLRenderer::setupFrameState(float left, float top, 179 float right, float bottom, bool opaque) { 180 mCaches.clearGarbage(); 181 182 initializeSaveStack(left, top, right, bottom); 183 mOpaque = opaque; 184 mTilingClip.set(left, top, right, bottom); 185} 186 187status_t OpenGLRenderer::startFrame() { 188 if (mFrameStarted) return DrawGlInfo::kStatusDone; 189 mFrameStarted = true; 190 191 mDirtyClip = true; 192 193 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 194 195 glViewport(0, 0, getWidth(), getHeight()); 196 197 // Functors break the tiling extension in pretty spectacular ways 198 // This ensures we don't use tiling when a functor is going to be 199 // invoked during the frame 200 mSuppressTiling = mCaches.hasRegisteredFunctors(); 201 202 startTilingCurrentClip(true); 203 204 debugOverdraw(true, true); 205 206 return clear(mTilingClip.left, mTilingClip.top, 207 mTilingClip.right, mTilingClip.bottom, mOpaque); 208} 209 210status_t OpenGLRenderer::prepareDirty(float left, float top, 211 float right, float bottom, bool opaque) { 212 213 setupFrameState(left, top, right, bottom, opaque); 214 215 // Layer renderers will start the frame immediately 216 // The framebuffer renderer will first defer the display list 217 // for each layer and wait until the first drawing command 218 // to start the frame 219 if (currentSnapshot()->fbo == 0) { 220 syncState(); 221 updateLayers(); 222 } else { 223 return startFrame(); 224 } 225 226 return DrawGlInfo::kStatusDone; 227} 228 229void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 230 // If we know that we are going to redraw the entire framebuffer, 231 // perform a discard to let the driver know we don't need to preserve 232 // the back buffer for this frame. 233 if (mExtensions.hasDiscardFramebuffer() && 234 left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) { 235 const bool isFbo = getTargetFbo() == 0; 236 const GLenum attachments[] = { 237 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 238 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 239 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 240 } 241} 242 243status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 244 if (!opaque || mCountOverdraw) { 245 mCaches.enableScissor(); 246 mCaches.setScissor(left, currentSnapshot()->height - bottom, right - left, bottom - top); 247 glClear(GL_COLOR_BUFFER_BIT); 248 return DrawGlInfo::kStatusDrew; 249 } 250 251 mCaches.resetScissor(); 252 return DrawGlInfo::kStatusDone; 253} 254 255void OpenGLRenderer::syncState() { 256 if (mCaches.blend) { 257 glEnable(GL_BLEND); 258 } else { 259 glDisable(GL_BLEND); 260 } 261} 262 263void OpenGLRenderer::startTilingCurrentClip(bool opaque) { 264 if (!mSuppressTiling) { 265 const Snapshot* snapshot = currentSnapshot(); 266 267 const Rect* clip = &mTilingClip; 268 if (snapshot->flags & Snapshot::kFlagFboTarget) { 269 clip = &(snapshot->layer->clipRect); 270 } 271 272 startTiling(*clip, snapshot->height, opaque); 273 } 274} 275 276void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) { 277 if (!mSuppressTiling) { 278 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 279 clip.right - clip.left, clip.bottom - clip.top, opaque); 280 } 281} 282 283void OpenGLRenderer::endTiling() { 284 if (!mSuppressTiling) mCaches.endTiling(); 285} 286 287void OpenGLRenderer::finish() { 288 renderOverdraw(); 289 endTiling(); 290 291 // When finish() is invoked on FBO 0 we've reached the end 292 // of the current frame 293 if (getTargetFbo() == 0) { 294 mCaches.pathCache.trim(); 295 } 296 297 if (!suppressErrorChecks()) { 298#if DEBUG_OPENGL 299 GLenum status = GL_NO_ERROR; 300 while ((status = glGetError()) != GL_NO_ERROR) { 301 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 302 switch (status) { 303 case GL_INVALID_ENUM: 304 ALOGE(" GL_INVALID_ENUM"); 305 break; 306 case GL_INVALID_VALUE: 307 ALOGE(" GL_INVALID_VALUE"); 308 break; 309 case GL_INVALID_OPERATION: 310 ALOGE(" GL_INVALID_OPERATION"); 311 break; 312 case GL_OUT_OF_MEMORY: 313 ALOGE(" Out of memory!"); 314 break; 315 } 316 } 317#endif 318 319#if DEBUG_MEMORY_USAGE 320 mCaches.dumpMemoryUsage(); 321#else 322 if (mCaches.getDebugLevel() & kDebugMemory) { 323 mCaches.dumpMemoryUsage(); 324 } 325#endif 326 } 327 328 if (mCountOverdraw) { 329 countOverdraw(); 330 } 331 332 mFrameStarted = false; 333} 334 335void OpenGLRenderer::interrupt() { 336 if (mCaches.currentProgram) { 337 if (mCaches.currentProgram->isInUse()) { 338 mCaches.currentProgram->remove(); 339 mCaches.currentProgram = NULL; 340 } 341 } 342 mCaches.resetActiveTexture(); 343 mCaches.unbindMeshBuffer(); 344 mCaches.unbindIndicesBuffer(); 345 mCaches.resetVertexPointers(); 346 mCaches.disableTexCoordsVertexArray(); 347 debugOverdraw(false, false); 348} 349 350void OpenGLRenderer::resume() { 351 const Snapshot* snapshot = currentSnapshot(); 352 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 353 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 354 debugOverdraw(true, false); 355 356 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 357 358 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 359 mCaches.enableScissor(); 360 mCaches.resetScissor(); 361 dirtyClip(); 362 363 mCaches.activeTexture(0); 364 mCaches.resetBoundTextures(); 365 366 mCaches.blend = true; 367 glEnable(GL_BLEND); 368 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 369 glBlendEquation(GL_FUNC_ADD); 370} 371 372void OpenGLRenderer::resumeAfterLayer() { 373 const Snapshot* snapshot = currentSnapshot(); 374 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 375 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 376 debugOverdraw(true, false); 377 378 mCaches.resetScissor(); 379 dirtyClip(); 380} 381 382status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 383 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 384 385 Rect clip(*currentClipRect()); 386 clip.snapToPixelBoundaries(); 387 388 // Since we don't know what the functor will draw, let's dirty 389 // the entire clip region 390 if (hasLayer()) { 391 dirtyLayerUnchecked(clip, getRegion()); 392 } 393 394 DrawGlInfo info; 395 info.clipLeft = clip.left; 396 info.clipTop = clip.top; 397 info.clipRight = clip.right; 398 info.clipBottom = clip.bottom; 399 info.isLayer = hasLayer(); 400 info.width = currentSnapshot()->viewport.getWidth(); 401 info.height = currentSnapshot()->height; 402 currentTransform()->copyTo(&info.transform[0]); 403 404 bool dirtyClip = mDirtyClip; 405 // setup GL state for functor 406 if (mDirtyClip) { 407 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 408 } 409 if (mCaches.enableScissor() || dirtyClip) { 410 setScissorFromClip(); 411 } 412 interrupt(); 413 414 // call functor immediately after GL state setup 415 (*functor)(DrawGlInfo::kModeDraw, &info); 416 417 resume(); 418 return DrawGlInfo::kStatusDrew; 419} 420 421/////////////////////////////////////////////////////////////////////////////// 422// Debug 423/////////////////////////////////////////////////////////////////////////////// 424 425void OpenGLRenderer::eventMark(const char* name) const { 426 mCaches.eventMark(0, name); 427} 428 429void OpenGLRenderer::startMark(const char* name) const { 430 mCaches.startMark(0, name); 431} 432 433void OpenGLRenderer::endMark() const { 434 mCaches.endMark(); 435} 436 437void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 438 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 439 if (clear) { 440 mCaches.disableScissor(); 441 mCaches.stencil.clear(); 442 } 443 if (enable) { 444 mCaches.stencil.enableDebugWrite(); 445 } else { 446 mCaches.stencil.disable(); 447 } 448 } 449} 450 451void OpenGLRenderer::renderOverdraw() { 452 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 453 const Rect* clip = &mTilingClip; 454 455 mCaches.enableScissor(); 456 mCaches.setScissor(clip->left, firstSnapshot()->height - clip->bottom, 457 clip->right - clip->left, clip->bottom - clip->top); 458 459 // 1x overdraw 460 mCaches.stencil.enableDebugTest(2); 461 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 462 463 // 2x overdraw 464 mCaches.stencil.enableDebugTest(3); 465 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 466 467 // 3x overdraw 468 mCaches.stencil.enableDebugTest(4); 469 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 470 471 // 4x overdraw and higher 472 mCaches.stencil.enableDebugTest(4, true); 473 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 474 475 mCaches.stencil.disable(); 476 } 477} 478 479void OpenGLRenderer::countOverdraw() { 480 size_t count = getWidth() * getHeight(); 481 uint32_t* buffer = new uint32_t[count]; 482 glReadPixels(0, 0, getWidth(), getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]); 483 484 size_t total = 0; 485 for (size_t i = 0; i < count; i++) { 486 total += buffer[i] & 0xff; 487 } 488 489 mOverdraw = total / float(count); 490 491 delete[] buffer; 492} 493 494/////////////////////////////////////////////////////////////////////////////// 495// Layers 496/////////////////////////////////////////////////////////////////////////////// 497 498bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 499 if (layer->deferredUpdateScheduled && layer->renderer && 500 layer->displayList.get() && layer->displayList->isRenderable()) { 501 ATRACE_CALL(); 502 503 Rect& dirty = layer->dirtyRect; 504 505 if (inFrame) { 506 endTiling(); 507 debugOverdraw(false, false); 508 } 509 510 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 511 layer->render(); 512 } else { 513 layer->defer(); 514 } 515 516 if (inFrame) { 517 resumeAfterLayer(); 518 startTilingCurrentClip(); 519 } 520 521 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 522 layer->hasDrawnSinceUpdate = false; 523 524 return true; 525 } 526 527 return false; 528} 529 530void OpenGLRenderer::updateLayers() { 531 // If draw deferring is enabled this method will simply defer 532 // the display list of each individual layer. The layers remain 533 // in the layer updates list which will be cleared by flushLayers(). 534 int count = mLayerUpdates.size(); 535 if (count > 0) { 536 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 537 startMark("Layer Updates"); 538 } else { 539 startMark("Defer Layer Updates"); 540 } 541 542 // Note: it is very important to update the layers in order 543 for (int i = 0; i < count; i++) { 544 Layer* layer = mLayerUpdates.itemAt(i); 545 updateLayer(layer, false); 546 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 547 mCaches.resourceCache.decrementRefcount(layer); 548 } 549 } 550 551 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 552 mLayerUpdates.clear(); 553 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 554 } 555 endMark(); 556 } 557} 558 559void OpenGLRenderer::flushLayers() { 560 int count = mLayerUpdates.size(); 561 if (count > 0) { 562 startMark("Apply Layer Updates"); 563 char layerName[12]; 564 565 // Note: it is very important to update the layers in order 566 for (int i = 0; i < count; i++) { 567 sprintf(layerName, "Layer #%d", i); 568 startMark(layerName); 569 570 ATRACE_BEGIN("flushLayer"); 571 Layer* layer = mLayerUpdates.itemAt(i); 572 layer->flush(); 573 ATRACE_END(); 574 575 mCaches.resourceCache.decrementRefcount(layer); 576 577 endMark(); 578 } 579 580 mLayerUpdates.clear(); 581 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 582 583 endMark(); 584 } 585} 586 587void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 588 if (layer) { 589 // Make sure we don't introduce duplicates. 590 // SortedVector would do this automatically but we need to respect 591 // the insertion order. The linear search is not an issue since 592 // this list is usually very short (typically one item, at most a few) 593 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 594 if (mLayerUpdates.itemAt(i) == layer) { 595 return; 596 } 597 } 598 mLayerUpdates.push_back(layer); 599 mCaches.resourceCache.incrementRefcount(layer); 600 } 601} 602 603void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 604 if (layer) { 605 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 606 if (mLayerUpdates.itemAt(i) == layer) { 607 mLayerUpdates.removeAt(i); 608 mCaches.resourceCache.decrementRefcount(layer); 609 break; 610 } 611 } 612 } 613} 614 615void OpenGLRenderer::clearLayerUpdates() { 616 size_t count = mLayerUpdates.size(); 617 if (count > 0) { 618 mCaches.resourceCache.lock(); 619 for (size_t i = 0; i < count; i++) { 620 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 621 } 622 mCaches.resourceCache.unlock(); 623 mLayerUpdates.clear(); 624 } 625} 626 627void OpenGLRenderer::flushLayerUpdates() { 628 syncState(); 629 updateLayers(); 630 flushLayers(); 631 // Wait for all the layer updates to be executed 632 AutoFence fence; 633} 634 635/////////////////////////////////////////////////////////////////////////////// 636// State management 637/////////////////////////////////////////////////////////////////////////////// 638 639void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 640 bool restoreOrtho = removed.flags & Snapshot::kFlagDirtyOrtho; 641 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 642 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 643 644 if (restoreOrtho) { 645 const Rect& r = restored.viewport; 646 glViewport(r.left, r.top, r.right, r.bottom); 647 mViewProjMatrix.load(removed.orthoMatrix); // TODO: should ortho be stored in 'restored'? 648 } 649 650 if (restoreClip) { 651 dirtyClip(); 652 } 653 654 if (restoreLayer) { 655 endMark(); // Savelayer 656 startMark("ComposeLayer"); 657 composeLayer(removed, restored); 658 endMark(); 659 } 660} 661 662/////////////////////////////////////////////////////////////////////////////// 663// Layers 664/////////////////////////////////////////////////////////////////////////////// 665 666int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 667 const SkPaint* paint, int flags, const SkPath* convexMask) { 668 const int count = saveSnapshot(flags); 669 670 if (!currentSnapshot()->isIgnored()) { 671 createLayer(left, top, right, bottom, paint, flags, convexMask); 672 } 673 674 return count; 675} 676 677void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 678 const Rect untransformedBounds(bounds); 679 680 currentTransform()->mapRect(bounds); 681 682 // Layers only make sense if they are in the framebuffer's bounds 683 if (bounds.intersect(*currentClipRect())) { 684 // We cannot work with sub-pixels in this case 685 bounds.snapToPixelBoundaries(); 686 687 // When the layer is not an FBO, we may use glCopyTexImage so we 688 // need to make sure the layer does not extend outside the bounds 689 // of the framebuffer 690 if (!bounds.intersect(currentSnapshot()->previous->viewport)) { 691 bounds.setEmpty(); 692 } else if (fboLayer) { 693 clip.set(bounds); 694 mat4 inverse; 695 inverse.loadInverse(*currentTransform()); 696 inverse.mapRect(clip); 697 clip.snapToPixelBoundaries(); 698 if (clip.intersect(untransformedBounds)) { 699 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 700 bounds.set(untransformedBounds); 701 } else { 702 clip.setEmpty(); 703 } 704 } 705 } else { 706 bounds.setEmpty(); 707 } 708} 709 710void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 711 bool fboLayer, int alpha) { 712 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 713 bounds.getHeight() > mCaches.maxTextureSize || 714 (fboLayer && clip.isEmpty())) { 715 mSnapshot->empty = fboLayer; 716 } else { 717 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 718 } 719} 720 721int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 722 const SkPaint* paint, int flags) { 723 const int count = saveSnapshot(flags); 724 725 if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 726 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 727 // operations will be able to store and restore the current clip and transform info, and 728 // quick rejection will be correct (for display lists) 729 730 Rect bounds(left, top, right, bottom); 731 Rect clip; 732 calculateLayerBoundsAndClip(bounds, clip, true); 733 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint)); 734 735 if (!currentSnapshot()->isIgnored()) { 736 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 737 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 738 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 739 } 740 } 741 742 return count; 743} 744 745/** 746 * Layers are viewed by Skia are slightly different than layers in image editing 747 * programs (for instance.) When a layer is created, previously created layers 748 * and the frame buffer still receive every drawing command. For instance, if a 749 * layer is created and a shape intersecting the bounds of the layers and the 750 * framebuffer is draw, the shape will be drawn on both (unless the layer was 751 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 752 * 753 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 754 * texture. Unfortunately, this is inefficient as it requires every primitive to 755 * be drawn n + 1 times, where n is the number of active layers. In practice this 756 * means, for every primitive: 757 * - Switch active frame buffer 758 * - Change viewport, clip and projection matrix 759 * - Issue the drawing 760 * 761 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 762 * To avoid this, layers are implemented in a different way here, at least in the 763 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 764 * is set. When this flag is set we can redirect all drawing operations into a 765 * single FBO. 766 * 767 * This implementation relies on the frame buffer being at least RGBA 8888. When 768 * a layer is created, only a texture is created, not an FBO. The content of the 769 * frame buffer contained within the layer's bounds is copied into this texture 770 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 771 * buffer and drawing continues as normal. This technique therefore treats the 772 * frame buffer as a scratch buffer for the layers. 773 * 774 * To compose the layers back onto the frame buffer, each layer texture 775 * (containing the original frame buffer data) is drawn as a simple quad over 776 * the frame buffer. The trick is that the quad is set as the composition 777 * destination in the blending equation, and the frame buffer becomes the source 778 * of the composition. 779 * 780 * Drawing layers with an alpha value requires an extra step before composition. 781 * An empty quad is drawn over the layer's region in the frame buffer. This quad 782 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 783 * quad is used to multiply the colors in the frame buffer. This is achieved by 784 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 785 * GL_ZERO, GL_SRC_ALPHA. 786 * 787 * Because glCopyTexImage2D() can be slow, an alternative implementation might 788 * be use to draw a single clipped layer. The implementation described above 789 * is correct in every case. 790 * 791 * (1) The frame buffer is actually not cleared right away. To allow the GPU 792 * to potentially optimize series of calls to glCopyTexImage2D, the frame 793 * buffer is left untouched until the first drawing operation. Only when 794 * something actually gets drawn are the layers regions cleared. 795 */ 796bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 797 const SkPaint* paint, int flags, const SkPath* convexMask) { 798 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 799 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 800 801 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 802 803 // Window coordinates of the layer 804 Rect clip; 805 Rect bounds(left, top, right, bottom); 806 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 807 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint)); 808 809 // Bail out if we won't draw in this snapshot 810 if (currentSnapshot()->isIgnored()) { 811 return false; 812 } 813 814 mCaches.activeTexture(0); 815 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 816 if (!layer) { 817 return false; 818 } 819 820 layer->setPaint(paint); 821 layer->layer.set(bounds); 822 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 823 bounds.getWidth() / float(layer->getWidth()), 0.0f); 824 825 layer->setBlend(true); 826 layer->setDirty(false); 827 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 828 829 // Save the layer in the snapshot 830 mSnapshot->flags |= Snapshot::kFlagIsLayer; 831 mSnapshot->layer = layer; 832 833 startMark("SaveLayer"); 834 if (fboLayer) { 835 return createFboLayer(layer, bounds, clip); 836 } else { 837 // Copy the framebuffer into the layer 838 layer->bindTexture(); 839 if (!bounds.isEmpty()) { 840 if (layer->isEmpty()) { 841 // Workaround for some GL drivers. When reading pixels lying outside 842 // of the window we should get undefined values for those pixels. 843 // Unfortunately some drivers will turn the entire target texture black 844 // when reading outside of the window. 845 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 846 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); 847 layer->setEmpty(false); 848 } 849 850 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 851 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 852 853 // Enqueue the buffer coordinates to clear the corresponding region later 854 mLayers.push(new Rect(bounds)); 855 } 856 } 857 858 return true; 859} 860 861bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 862 layer->clipRect.set(clip); 863 layer->setFbo(mCaches.fboCache.get()); 864 865 mSnapshot->region = &mSnapshot->layer->region; 866 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer | 867 Snapshot::kFlagDirtyOrtho; 868 mSnapshot->fbo = layer->getFbo(); 869 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 870 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 871 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 872 mSnapshot->height = bounds.getHeight(); 873 mSnapshot->orthoMatrix.load(mViewProjMatrix); 874 875 endTiling(); 876 debugOverdraw(false, false); 877 // Bind texture to FBO 878 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 879 layer->bindTexture(); 880 881 // Initialize the texture if needed 882 if (layer->isEmpty()) { 883 layer->allocateTexture(); 884 layer->setEmpty(false); 885 } 886 887 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 888 layer->getTexture(), 0); 889 890 startTilingCurrentClip(true); 891 892 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 893 mCaches.enableScissor(); 894 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 895 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 896 glClear(GL_COLOR_BUFFER_BIT); 897 898 dirtyClip(); 899 900 // Change the ortho projection 901 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 902 903 // TODO: determine best way to support 3d drawing within HW layers 904 mViewProjMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 905 906 return true; 907} 908 909/** 910 * Read the documentation of createLayer() before doing anything in this method. 911 */ 912void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 913 if (!removed.layer) { 914 ALOGE("Attempting to compose a layer that does not exist"); 915 return; 916 } 917 918 Layer* layer = removed.layer; 919 const Rect& rect = layer->layer; 920 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 921 922 bool clipRequired = false; 923 calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 924 &clipRequired, false); // safely ignore return, should never be rejected 925 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 926 927 if (fboLayer) { 928 endTiling(); 929 930 // Detach the texture from the FBO 931 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 932 933 layer->removeFbo(false); 934 935 // Unbind current FBO and restore previous one 936 glBindFramebuffer(GL_FRAMEBUFFER, restored.fbo); 937 debugOverdraw(true, false); 938 939 startTilingCurrentClip(); 940 } 941 942 if (!fboLayer && layer->getAlpha() < 255) { 943 SkPaint layerPaint; 944 layerPaint.setAlpha(layer->getAlpha()); 945 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 946 layerPaint.setColorFilter(layer->getColorFilter()); 947 948 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 949 // Required below, composeLayerRect() will divide by 255 950 layer->setAlpha(255); 951 } 952 953 mCaches.unbindMeshBuffer(); 954 955 mCaches.activeTexture(0); 956 957 // When the layer is stored in an FBO, we can save a bit of fillrate by 958 // drawing only the dirty region 959 if (fboLayer) { 960 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 961 composeLayerRegion(layer, rect); 962 } else if (!rect.isEmpty()) { 963 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 964 965 save(0); 966 // the layer contains screen buffer content that shouldn't be alpha modulated 967 // (and any necessary alpha modulation was handled drawing into the layer) 968 mSnapshot->alpha = 1.0f; 969 composeLayerRect(layer, rect, true); 970 restore(); 971 } 972 973 dirtyClip(); 974 975 // Failing to add the layer to the cache should happen only if the layer is too large 976 layer->setConvexMask(NULL); 977 if (!mCaches.layerCache.put(layer)) { 978 LAYER_LOGD("Deleting layer"); 979 Caches::getInstance().resourceCache.decrementRefcount(layer); 980 } 981} 982 983void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 984 float alpha = getLayerAlpha(layer); 985 986 setupDraw(); 987 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 988 setupDrawWithTexture(); 989 } else { 990 setupDrawWithExternalTexture(); 991 } 992 setupDrawTextureTransform(); 993 setupDrawColor(alpha, alpha, alpha, alpha); 994 setupDrawColorFilter(layer->getColorFilter()); 995 setupDrawBlending(layer); 996 setupDrawProgram(); 997 setupDrawPureColorUniforms(); 998 setupDrawColorFilterUniforms(layer->getColorFilter()); 999 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1000 setupDrawTexture(layer->getTexture()); 1001 } else { 1002 setupDrawExternalTexture(layer->getTexture()); 1003 } 1004 if (currentTransform()->isPureTranslate() && 1005 !layer->getForceFilter() && 1006 layer->getWidth() == (uint32_t) rect.getWidth() && 1007 layer->getHeight() == (uint32_t) rect.getHeight()) { 1008 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1009 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1010 1011 layer->setFilter(GL_NEAREST); 1012 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 1013 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1014 } else { 1015 layer->setFilter(GL_LINEAR); 1016 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 1017 rect.left, rect.top, rect.right, rect.bottom); 1018 } 1019 setupDrawTextureTransformUniforms(layer->getTexTransform()); 1020 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u); 1021 1022 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1023} 1024 1025void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 1026 if (!layer->isTextureLayer()) { 1027 const Rect& texCoords = layer->texCoords; 1028 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 1029 texCoords.right, texCoords.bottom); 1030 1031 float x = rect.left; 1032 float y = rect.top; 1033 bool simpleTransform = currentTransform()->isPureTranslate() && 1034 layer->getWidth() == (uint32_t) rect.getWidth() && 1035 layer->getHeight() == (uint32_t) rect.getHeight(); 1036 1037 if (simpleTransform) { 1038 // When we're swapping, the layer is already in screen coordinates 1039 if (!swap) { 1040 x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1041 y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1042 } 1043 1044 layer->setFilter(GL_NEAREST, true); 1045 } else { 1046 layer->setFilter(GL_LINEAR, true); 1047 } 1048 1049 SkPaint layerPaint; 1050 layerPaint.setAlpha(getLayerAlpha(layer) * 255); 1051 layerPaint.setXfermodeMode(layer->getMode()); 1052 layerPaint.setColorFilter(layer->getColorFilter()); 1053 1054 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f; 1055 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1056 layer->getTexture(), &layerPaint, blend, 1057 &mMeshVertices[0].x, &mMeshVertices[0].u, 1058 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1059 1060 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1061 } else { 1062 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1063 drawTextureLayer(layer, rect); 1064 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1065 } 1066} 1067 1068/** 1069 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1070 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1071 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1072 * by saveLayer's restore 1073 */ 1074#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1075 DRAW_COMMAND; \ 1076 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1077 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1078 DRAW_COMMAND; \ 1079 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1080 } \ 1081 } 1082 1083#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1084 1085void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1086 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 1087 1088 if (layer->getConvexMask()) { 1089 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag); 1090 1091 // clip to the area of the layer the mask can be larger 1092 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 1093 1094 SkPaint paint; 1095 paint.setAntiAlias(true); 1096 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 1097 1098 SkiaShader* oldShader = mDrawModifiers.mShader; 1099 1100 // create LayerShader to map SaveLayer content into subsequent draw 1101 SkMatrix shaderMatrix; 1102 shaderMatrix.setTranslate(rect.left, rect.bottom); 1103 shaderMatrix.preScale(1, -1); 1104 SkiaLayerShader layerShader(layer, &shaderMatrix); 1105 mDrawModifiers.mShader = &layerShader; 1106 1107 // Since the drawing primitive is defined in local drawing space, 1108 // we don't need to modify the draw matrix 1109 const SkPath* maskPath = layer->getConvexMask(); 1110 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 1111 1112 mDrawModifiers.mShader = oldShader; 1113 restore(); 1114 1115 return; 1116 } 1117 1118 if (layer->region.isRect()) { 1119 layer->setRegionAsRect(); 1120 1121 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1122 1123 layer->region.clear(); 1124 return; 1125 } 1126 1127 // standard Region based draw 1128 size_t count; 1129 const android::Rect* rects; 1130 Region safeRegion; 1131 if (CC_LIKELY(hasRectToRectTransform())) { 1132 rects = layer->region.getArray(&count); 1133 } else { 1134 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1135 rects = safeRegion.getArray(&count); 1136 } 1137 1138 const float alpha = getLayerAlpha(layer); 1139 const float texX = 1.0f / float(layer->getWidth()); 1140 const float texY = 1.0f / float(layer->getHeight()); 1141 const float height = rect.getHeight(); 1142 1143 setupDraw(); 1144 1145 // We must get (and therefore bind) the region mesh buffer 1146 // after we setup drawing in case we need to mess with the 1147 // stencil buffer in setupDraw() 1148 TextureVertex* mesh = mCaches.getRegionMesh(); 1149 uint32_t numQuads = 0; 1150 1151 setupDrawWithTexture(); 1152 setupDrawColor(alpha, alpha, alpha, alpha); 1153 setupDrawColorFilter(layer->getColorFilter()); 1154 setupDrawBlending(layer); 1155 setupDrawProgram(); 1156 setupDrawDirtyRegionsDisabled(); 1157 setupDrawPureColorUniforms(); 1158 setupDrawColorFilterUniforms(layer->getColorFilter()); 1159 setupDrawTexture(layer->getTexture()); 1160 if (currentTransform()->isPureTranslate()) { 1161 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1162 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1163 1164 layer->setFilter(GL_NEAREST); 1165 setupDrawModelView(kModelViewMode_Translate, false, 1166 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1167 } else { 1168 layer->setFilter(GL_LINEAR); 1169 setupDrawModelView(kModelViewMode_Translate, false, 1170 rect.left, rect.top, rect.right, rect.bottom); 1171 } 1172 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 1173 1174 for (size_t i = 0; i < count; i++) { 1175 const android::Rect* r = &rects[i]; 1176 1177 const float u1 = r->left * texX; 1178 const float v1 = (height - r->top) * texY; 1179 const float u2 = r->right * texX; 1180 const float v2 = (height - r->bottom) * texY; 1181 1182 // TODO: Reject quads outside of the clip 1183 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1184 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1185 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1186 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1187 1188 numQuads++; 1189 1190 if (numQuads >= gMaxNumberOfQuads) { 1191 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1192 GL_UNSIGNED_SHORT, NULL)); 1193 numQuads = 0; 1194 mesh = mCaches.getRegionMesh(); 1195 } 1196 } 1197 1198 if (numQuads > 0) { 1199 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1200 GL_UNSIGNED_SHORT, NULL)); 1201 } 1202 1203#if DEBUG_LAYERS_AS_REGIONS 1204 drawRegionRectsDebug(layer->region); 1205#endif 1206 1207 layer->region.clear(); 1208} 1209 1210#if DEBUG_LAYERS_AS_REGIONS 1211void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 1212 size_t count; 1213 const android::Rect* rects = region.getArray(&count); 1214 1215 uint32_t colors[] = { 1216 0x7fff0000, 0x7f00ff00, 1217 0x7f0000ff, 0x7fff00ff, 1218 }; 1219 1220 int offset = 0; 1221 int32_t top = rects[0].top; 1222 1223 for (size_t i = 0; i < count; i++) { 1224 if (top != rects[i].top) { 1225 offset ^= 0x2; 1226 top = rects[i].top; 1227 } 1228 1229 SkPaint paint; 1230 paint.setColor(colors[offset + (i & 0x1)]); 1231 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1232 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1233 } 1234} 1235#endif 1236 1237void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1238 Vector<float> rects; 1239 1240 SkRegion::Iterator it(region); 1241 while (!it.done()) { 1242 const SkIRect& r = it.rect(); 1243 rects.push(r.fLeft); 1244 rects.push(r.fTop); 1245 rects.push(r.fRight); 1246 rects.push(r.fBottom); 1247 it.next(); 1248 } 1249 1250 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1251} 1252 1253void OpenGLRenderer::dirtyLayer(const float left, const float top, 1254 const float right, const float bottom, const mat4 transform) { 1255 if (hasLayer()) { 1256 Rect bounds(left, top, right, bottom); 1257 transform.mapRect(bounds); 1258 dirtyLayerUnchecked(bounds, getRegion()); 1259 } 1260} 1261 1262void OpenGLRenderer::dirtyLayer(const float left, const float top, 1263 const float right, const float bottom) { 1264 if (hasLayer()) { 1265 Rect bounds(left, top, right, bottom); 1266 dirtyLayerUnchecked(bounds, getRegion()); 1267 } 1268} 1269 1270void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1271 if (bounds.intersect(*currentClipRect())) { 1272 bounds.snapToPixelBoundaries(); 1273 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1274 if (!dirty.isEmpty()) { 1275 region->orSelf(dirty); 1276 } 1277 } 1278} 1279 1280void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) { 1281 GLsizei elementsCount = quadsCount * 6; 1282 while (elementsCount > 0) { 1283 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 1284 1285 setupDrawIndexedVertices(&mesh[0].x); 1286 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL); 1287 1288 elementsCount -= drawCount; 1289 // Though there are 4 vertices in a quad, we use 6 indices per 1290 // quad to draw with GL_TRIANGLES 1291 mesh += (drawCount / 6) * 4; 1292 } 1293} 1294 1295void OpenGLRenderer::clearLayerRegions() { 1296 const size_t count = mLayers.size(); 1297 if (count == 0) return; 1298 1299 if (!currentSnapshot()->isIgnored()) { 1300 // Doing several glScissor/glClear here can negatively impact 1301 // GPUs with a tiler architecture, instead we draw quads with 1302 // the Clear blending mode 1303 1304 // The list contains bounds that have already been clipped 1305 // against their initial clip rect, and the current clip 1306 // is likely different so we need to disable clipping here 1307 bool scissorChanged = mCaches.disableScissor(); 1308 1309 Vertex mesh[count * 4]; 1310 Vertex* vertex = mesh; 1311 1312 for (uint32_t i = 0; i < count; i++) { 1313 Rect* bounds = mLayers.itemAt(i); 1314 1315 Vertex::set(vertex++, bounds->left, bounds->top); 1316 Vertex::set(vertex++, bounds->right, bounds->top); 1317 Vertex::set(vertex++, bounds->left, bounds->bottom); 1318 Vertex::set(vertex++, bounds->right, bounds->bottom); 1319 1320 delete bounds; 1321 } 1322 // We must clear the list of dirty rects before we 1323 // call setupDraw() to prevent stencil setup to do 1324 // the same thing again 1325 mLayers.clear(); 1326 1327 SkPaint clearPaint; 1328 clearPaint.setXfermodeMode(SkXfermode::kClear_Mode); 1329 1330 setupDraw(false); 1331 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1332 setupDrawBlending(&clearPaint, true); 1333 setupDrawProgram(); 1334 setupDrawPureColorUniforms(); 1335 setupDrawModelView(kModelViewMode_Translate, false, 1336 0.0f, 0.0f, 0.0f, 0.0f, true); 1337 1338 issueIndexedQuadDraw(&mesh[0], count); 1339 1340 if (scissorChanged) mCaches.enableScissor(); 1341 } else { 1342 for (uint32_t i = 0; i < count; i++) { 1343 delete mLayers.itemAt(i); 1344 } 1345 mLayers.clear(); 1346 } 1347} 1348 1349/////////////////////////////////////////////////////////////////////////////// 1350// State Deferral 1351/////////////////////////////////////////////////////////////////////////////// 1352 1353bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1354 const Rect* currentClip = currentClipRect(); 1355 const mat4* currentMatrix = currentTransform(); 1356 1357 if (stateDeferFlags & kStateDeferFlag_Draw) { 1358 // state has bounds initialized in local coordinates 1359 if (!state.mBounds.isEmpty()) { 1360 currentMatrix->mapRect(state.mBounds); 1361 Rect clippedBounds(state.mBounds); 1362 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1363 // is used, it should more closely duplicate the quickReject logic (in how it uses 1364 // snapToPixelBoundaries) 1365 1366 if(!clippedBounds.intersect(*currentClip)) { 1367 // quick rejected 1368 return true; 1369 } 1370 1371 state.mClipSideFlags = kClipSide_None; 1372 if (!currentClip->contains(state.mBounds)) { 1373 int& flags = state.mClipSideFlags; 1374 // op partially clipped, so record which sides are clipped for clip-aware merging 1375 if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left; 1376 if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top; 1377 if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right; 1378 if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1379 } 1380 state.mBounds.set(clippedBounds); 1381 } else { 1382 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1383 // overdraw avoidance (since we don't know what it overlaps) 1384 state.mClipSideFlags = kClipSide_ConservativeFull; 1385 state.mBounds.set(*currentClip); 1386 } 1387 } 1388 1389 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1390 if (state.mClipValid) { 1391 state.mClip.set(*currentClip); 1392 } 1393 1394 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1395 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1396 state.mMatrix.load(*currentMatrix); 1397 state.mDrawModifiers = mDrawModifiers; 1398 state.mAlpha = currentSnapshot()->alpha; 1399 return false; 1400} 1401 1402void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1403 setMatrix(state.mMatrix); 1404 mSnapshot->alpha = state.mAlpha; 1405 mDrawModifiers = state.mDrawModifiers; 1406 1407 if (state.mClipValid && !skipClipRestore) { 1408 mSnapshot->setClip(state.mClip.left, state.mClip.top, 1409 state.mClip.right, state.mClip.bottom); 1410 dirtyClip(); 1411 } 1412} 1413 1414/** 1415 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1416 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1417 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1418 * 1419 * This method should be called when restoreDisplayState() won't be restoring the clip 1420 */ 1421void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1422 if (clipRect != NULL) { 1423 mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1424 } else { 1425 mSnapshot->setClip(0, 0, getWidth(), getHeight()); 1426 } 1427 dirtyClip(); 1428 mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled); 1429} 1430 1431/////////////////////////////////////////////////////////////////////////////// 1432// Clipping 1433/////////////////////////////////////////////////////////////////////////////// 1434 1435void OpenGLRenderer::setScissorFromClip() { 1436 Rect clip(*currentClipRect()); 1437 clip.snapToPixelBoundaries(); 1438 1439 if (mCaches.setScissor(clip.left, currentSnapshot()->height - clip.bottom, 1440 clip.getWidth(), clip.getHeight())) { 1441 mDirtyClip = false; 1442 } 1443} 1444 1445void OpenGLRenderer::ensureStencilBuffer() { 1446 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1447 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1448 // just hope we have one when hasLayer() returns false. 1449 if (hasLayer()) { 1450 attachStencilBufferToLayer(currentSnapshot()->layer); 1451 } 1452} 1453 1454void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1455 // The layer's FBO is already bound when we reach this stage 1456 if (!layer->getStencilRenderBuffer()) { 1457 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1458 // is attached after we initiated tiling. We must turn it off, 1459 // attach the new render buffer then turn tiling back on 1460 endTiling(); 1461 1462 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1463 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1464 layer->setStencilRenderBuffer(buffer); 1465 1466 startTiling(layer->clipRect, layer->layer.getHeight()); 1467 } 1468} 1469 1470void OpenGLRenderer::setStencilFromClip() { 1471 if (!mCaches.debugOverdraw) { 1472 if (!currentSnapshot()->clipRegion->isEmpty()) { 1473 // NOTE: The order here is important, we must set dirtyClip to false 1474 // before any draw call to avoid calling back into this method 1475 mDirtyClip = false; 1476 1477 ensureStencilBuffer(); 1478 1479 mCaches.stencil.enableWrite(); 1480 1481 // Clear the stencil but first make sure we restrict drawing 1482 // to the region's bounds 1483 bool resetScissor = mCaches.enableScissor(); 1484 if (resetScissor) { 1485 // The scissor was not set so we now need to update it 1486 setScissorFromClip(); 1487 } 1488 mCaches.stencil.clear(); 1489 if (resetScissor) mCaches.disableScissor(); 1490 1491 SkPaint paint; 1492 paint.setColor(0xff000000); 1493 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1494 1495 // NOTE: We could use the region contour path to generate a smaller mesh 1496 // Since we are using the stencil we could use the red book path 1497 // drawing technique. It might increase bandwidth usage though. 1498 1499 // The last parameter is important: we are not drawing in the color buffer 1500 // so we don't want to dirty the current layer, if any 1501 drawRegionRects(*(currentSnapshot()->clipRegion), paint, false); 1502 1503 mCaches.stencil.enableTest(); 1504 1505 // Draw the region used to generate the stencil if the appropriate debug 1506 // mode is enabled 1507 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1508 paint.setColor(0x7f0000ff); 1509 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1510 drawRegionRects(*(currentSnapshot()->clipRegion), paint); 1511 } 1512 } else { 1513 mCaches.stencil.disable(); 1514 } 1515 } 1516} 1517 1518/** 1519 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1520 * 1521 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1522 * style, and tessellated AA ramp 1523 */ 1524bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1525 const SkPaint* paint) { 1526 bool clipRequired = false; 1527 bool snapOut = paint && paint->isAntiAlias(); 1528 1529 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1530 float outset = paint->getStrokeWidth() * 0.5f; 1531 left -= outset; 1532 top -= outset; 1533 right += outset; 1534 bottom += outset; 1535 } 1536 1537 if (calculateQuickRejectForScissor(left, top, right, bottom, &clipRequired, snapOut)) { 1538 return true; 1539 } 1540 1541 if (!isRecording()) { 1542 // not quick rejected, so enable the scissor if clipRequired 1543 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1544 } 1545 return false; 1546} 1547 1548void OpenGLRenderer::debugClip() { 1549#if DEBUG_CLIP_REGIONS 1550 if (!isRecording() && !currentSnapshot()->clipRegion->isEmpty()) { 1551 SkPaint paint; 1552 paint.setColor(0x7f00ff00); 1553 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1554 1555 } 1556#endif 1557} 1558 1559/////////////////////////////////////////////////////////////////////////////// 1560// Drawing commands 1561/////////////////////////////////////////////////////////////////////////////// 1562 1563void OpenGLRenderer::setupDraw(bool clear) { 1564 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1565 // changes the scissor test state 1566 if (clear) clearLayerRegions(); 1567 // Make sure setScissor & setStencil happen at the beginning of 1568 // this method 1569 if (mDirtyClip) { 1570 if (mCaches.scissorEnabled) { 1571 setScissorFromClip(); 1572 } 1573 setStencilFromClip(); 1574 } 1575 1576 mDescription.reset(); 1577 1578 mSetShaderColor = false; 1579 mColorSet = false; 1580 mColorA = mColorR = mColorG = mColorB = 0.0f; 1581 mTextureUnit = 0; 1582 mTrackDirtyRegions = true; 1583 1584 // Enable debug highlight when what we're about to draw is tested against 1585 // the stencil buffer and if stencil highlight debugging is on 1586 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1587 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1588 mCaches.stencil.isTestEnabled(); 1589 1590 mDescription.emulateStencil = mCountOverdraw; 1591} 1592 1593void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1594 mDescription.hasTexture = true; 1595 mDescription.hasAlpha8Texture = isAlpha8; 1596} 1597 1598void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1599 mDescription.hasTexture = true; 1600 mDescription.hasColors = true; 1601 mDescription.hasAlpha8Texture = isAlpha8; 1602} 1603 1604void OpenGLRenderer::setupDrawWithExternalTexture() { 1605 mDescription.hasExternalTexture = true; 1606} 1607 1608void OpenGLRenderer::setupDrawNoTexture() { 1609 mCaches.disableTexCoordsVertexArray(); 1610} 1611 1612void OpenGLRenderer::setupDrawAA() { 1613 mDescription.isAA = true; 1614} 1615 1616void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1617 mColorA = alpha / 255.0f; 1618 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1619 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1620 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1621 mColorSet = true; 1622 mSetShaderColor = mDescription.setColorModulate(mColorA); 1623} 1624 1625void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1626 mColorA = alpha / 255.0f; 1627 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1628 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1629 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1630 mColorSet = true; 1631 mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA); 1632} 1633 1634void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1635 mCaches.fontRenderer->describe(mDescription, paint); 1636} 1637 1638void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1639 mColorA = a; 1640 mColorR = r; 1641 mColorG = g; 1642 mColorB = b; 1643 mColorSet = true; 1644 mSetShaderColor = mDescription.setColorModulate(a); 1645} 1646 1647void OpenGLRenderer::setupDrawShader() { 1648 if (mDrawModifiers.mShader) { 1649 mDrawModifiers.mShader->describe(mDescription, mExtensions); 1650 } 1651} 1652 1653void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) { 1654 if (filter == NULL) { 1655 return; 1656 } 1657 1658 SkXfermode::Mode mode; 1659 if (filter->asColorMode(NULL, &mode)) { 1660 mDescription.colorOp = ProgramDescription::kColorBlend; 1661 mDescription.colorMode = mode; 1662 } else if (filter->asColorMatrix(NULL)) { 1663 mDescription.colorOp = ProgramDescription::kColorMatrix; 1664 } 1665} 1666 1667void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1668 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1669 mColorA = 1.0f; 1670 mColorR = mColorG = mColorB = 0.0f; 1671 mSetShaderColor = mDescription.modulate = true; 1672 } 1673} 1674 1675void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) { 1676 SkXfermode::Mode mode = layer->getMode(); 1677 // When the blending mode is kClear_Mode, we need to use a modulate color 1678 // argb=1,0,0,0 1679 accountForClear(mode); 1680 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f || 1681 (mColorSet && mColorA < 1.0f) || 1682 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || 1683 layer->getColorFilter(); 1684 chooseBlending(blend, mode, mDescription, swapSrcDst); 1685} 1686 1687void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) { 1688 SkXfermode::Mode mode = getXfermodeDirect(paint); 1689 // When the blending mode is kClear_Mode, we need to use a modulate color 1690 // argb=1,0,0,0 1691 accountForClear(mode); 1692 blend |= (mColorSet && mColorA < 1.0f) || 1693 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || 1694 (paint && paint->getColorFilter()); 1695 chooseBlending(blend, mode, mDescription, swapSrcDst); 1696} 1697 1698void OpenGLRenderer::setupDrawProgram() { 1699 useProgram(mCaches.programCache.get(mDescription)); 1700} 1701 1702void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1703 mTrackDirtyRegions = false; 1704} 1705 1706void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset, 1707 float left, float top, float right, float bottom, bool ignoreTransform) { 1708 mModelView.loadTranslate(left, top, 0.0f); 1709 if (mode == kModelViewMode_TranslateAndScale) { 1710 mModelView.scale(right - left, bottom - top, 1.0f); 1711 } 1712 1713 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1714 if (!ignoreTransform) { 1715 mCaches.currentProgram->set(mViewProjMatrix, mModelView, *currentTransform(), offset); 1716 if (dirty && mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *currentTransform()); 1717 } else { 1718 mCaches.currentProgram->set(mViewProjMatrix, mModelView, mat4::identity(), offset); 1719 if (dirty && mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1720 } 1721} 1722 1723void OpenGLRenderer::setupDrawColorUniforms() { 1724 if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) { 1725 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1726 } 1727} 1728 1729void OpenGLRenderer::setupDrawPureColorUniforms() { 1730 if (mSetShaderColor) { 1731 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1732 } 1733} 1734 1735void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1736 if (mDrawModifiers.mShader) { 1737 if (ignoreTransform) { 1738 // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform() 1739 // because it was built into modelView / the geometry, and the SkiaShader needs to 1740 // compensate. 1741 mat4 modelViewWithoutTransform; 1742 modelViewWithoutTransform.loadInverse(*currentTransform()); 1743 modelViewWithoutTransform.multiply(mModelView); 1744 mModelView.load(modelViewWithoutTransform); 1745 } 1746 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1747 mModelView, *mSnapshot, &mTextureUnit); 1748 } 1749} 1750 1751void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) { 1752 if (NULL == filter) { 1753 return; 1754 } 1755 1756 SkColor color; 1757 SkXfermode::Mode mode; 1758 if (filter->asColorMode(&color, &mode)) { 1759 const int alpha = SkColorGetA(color); 1760 const GLfloat a = alpha / 255.0f; 1761 const GLfloat r = a * SkColorGetR(color) / 255.0f; 1762 const GLfloat g = a * SkColorGetG(color) / 255.0f; 1763 const GLfloat b = a * SkColorGetB(color) / 255.0f; 1764 glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a); 1765 return; 1766 } 1767 1768 SkScalar srcColorMatrix[20]; 1769 if (filter->asColorMatrix(srcColorMatrix)) { 1770 1771 float colorMatrix[16]; 1772 memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float)); 1773 memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float)); 1774 memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float)); 1775 memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float)); 1776 1777 // Skia uses the range [0..255] for the addition vector, but we need 1778 // the [0..1] range to apply the vector in GLSL 1779 float colorVector[4]; 1780 colorVector[0] = srcColorMatrix[4] / 255.0f; 1781 colorVector[1] = srcColorMatrix[9] / 255.0f; 1782 colorVector[2] = srcColorMatrix[14] / 255.0f; 1783 colorVector[3] = srcColorMatrix[19] / 255.0f; 1784 1785 glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1, 1786 GL_FALSE, colorMatrix); 1787 glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector); 1788 return; 1789 } 1790 1791 // it is an error if we ever get here 1792} 1793 1794void OpenGLRenderer::setupDrawTextGammaUniforms() { 1795 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1796} 1797 1798void OpenGLRenderer::setupDrawSimpleMesh() { 1799 bool force = mCaches.bindMeshBuffer(); 1800 mCaches.bindPositionVertexPointer(force, 0); 1801 mCaches.unbindIndicesBuffer(); 1802} 1803 1804void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1805 if (texture) bindTexture(texture); 1806 mTextureUnit++; 1807 mCaches.enableTexCoordsVertexArray(); 1808} 1809 1810void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1811 bindExternalTexture(texture); 1812 mTextureUnit++; 1813 mCaches.enableTexCoordsVertexArray(); 1814} 1815 1816void OpenGLRenderer::setupDrawTextureTransform() { 1817 mDescription.hasTextureTransform = true; 1818} 1819 1820void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1821 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1822 GL_FALSE, &transform.data[0]); 1823} 1824 1825void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1826 const GLvoid* texCoords, GLuint vbo) { 1827 bool force = false; 1828 if (!vertices || vbo) { 1829 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1830 } else { 1831 force = mCaches.unbindMeshBuffer(); 1832 } 1833 1834 mCaches.bindPositionVertexPointer(force, vertices); 1835 if (mCaches.currentProgram->texCoords >= 0) { 1836 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1837 } 1838 1839 mCaches.unbindIndicesBuffer(); 1840} 1841 1842void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1843 const GLvoid* texCoords, const GLvoid* colors) { 1844 bool force = mCaches.unbindMeshBuffer(); 1845 GLsizei stride = sizeof(ColorTextureVertex); 1846 1847 mCaches.bindPositionVertexPointer(force, vertices, stride); 1848 if (mCaches.currentProgram->texCoords >= 0) { 1849 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1850 } 1851 int slot = mCaches.currentProgram->getAttrib("colors"); 1852 if (slot >= 0) { 1853 glEnableVertexAttribArray(slot); 1854 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1855 } 1856 1857 mCaches.unbindIndicesBuffer(); 1858} 1859 1860void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices, 1861 const GLvoid* texCoords, GLuint vbo) { 1862 bool force = false; 1863 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1864 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1865 // use the default VBO found in Caches 1866 if (!vertices || vbo) { 1867 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1868 } else { 1869 force = mCaches.unbindMeshBuffer(); 1870 } 1871 mCaches.bindQuadIndicesBuffer(); 1872 1873 mCaches.bindPositionVertexPointer(force, vertices); 1874 if (mCaches.currentProgram->texCoords >= 0) { 1875 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1876 } 1877} 1878 1879void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 1880 bool force = mCaches.unbindMeshBuffer(); 1881 mCaches.bindQuadIndicesBuffer(); 1882 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1883} 1884 1885/////////////////////////////////////////////////////////////////////////////// 1886// Drawing 1887/////////////////////////////////////////////////////////////////////////////// 1888 1889status_t OpenGLRenderer::drawDisplayList(RenderNode* displayList, Rect& dirty, 1890 int32_t replayFlags) { 1891 status_t status; 1892 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1893 // will be performed by the display list itself 1894 if (displayList && displayList->isRenderable()) { 1895 // compute 3d ordering 1896 displayList->computeOrdering(); 1897 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1898 status = startFrame(); 1899 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1900 displayList->replayNodeTree(replayStruct); 1901 return status | replayStruct.mDrawGlStatus; 1902 } 1903 1904 bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs! 1905 DeferredDisplayList deferredList(*currentClipRect(), avoidOverdraw); 1906 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1907 displayList->deferNodeTree(deferStruct); 1908 1909 flushLayers(); 1910 status = startFrame(); 1911 1912 return deferredList.flush(*this, dirty) | status; 1913 } 1914 1915 return DrawGlInfo::kStatusDone; 1916} 1917 1918void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) { 1919 int color = paint != NULL ? paint->getColor() : 0; 1920 1921 float x = left; 1922 float y = top; 1923 1924 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1925 1926 bool ignoreTransform = false; 1927 if (currentTransform()->isPureTranslate()) { 1928 x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 1929 y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 1930 ignoreTransform = true; 1931 1932 texture->setFilter(GL_NEAREST, true); 1933 } else { 1934 texture->setFilter(getFilter(paint), true); 1935 } 1936 1937 // No need to check for a UV mapper on the texture object, only ARGB_8888 1938 // bitmaps get packed in the atlas 1939 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1940 paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 1941 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 1942} 1943 1944/** 1945 * Important note: this method is intended to draw batches of bitmaps and 1946 * will not set the scissor enable or dirty the current layer, if any. 1947 * The caller is responsible for properly dirtying the current layer. 1948 */ 1949status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 1950 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 1951 const Rect& bounds, const SkPaint* paint) { 1952 mCaches.activeTexture(0); 1953 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1954 if (!texture) return DrawGlInfo::kStatusDone; 1955 1956 const AutoTexture autoCleanup(texture); 1957 1958 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1959 texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true); 1960 1961 const float x = (int) floorf(bounds.left + 0.5f); 1962 const float y = (int) floorf(bounds.top + 0.5f); 1963 if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) { 1964 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 1965 texture->id, paint, &vertices[0].x, &vertices[0].u, 1966 GL_TRIANGLES, bitmapCount * 6, true, 1967 kModelViewMode_Translate, false); 1968 } else { 1969 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 1970 texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u, 1971 GL_TRIANGLES, bitmapCount * 6, false, true, 0, 1972 kModelViewMode_Translate, false); 1973 } 1974 1975 return DrawGlInfo::kStatusDrew; 1976} 1977 1978status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, float left, float top, 1979 const SkPaint* paint) { 1980 const float right = left + bitmap->width(); 1981 const float bottom = top + bitmap->height(); 1982 1983 if (quickRejectSetupScissor(left, top, right, bottom)) { 1984 return DrawGlInfo::kStatusDone; 1985 } 1986 1987 mCaches.activeTexture(0); 1988 Texture* texture = getTexture(bitmap); 1989 if (!texture) return DrawGlInfo::kStatusDone; 1990 const AutoTexture autoCleanup(texture); 1991 1992 if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) { 1993 drawAlphaBitmap(texture, left, top, paint); 1994 } else { 1995 drawTextureRect(left, top, right, bottom, texture, paint); 1996 } 1997 1998 return DrawGlInfo::kStatusDrew; 1999} 2000 2001status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkMatrix* matrix, 2002 const SkPaint* paint) { 2003 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 2004 const mat4 transform(*matrix); 2005 transform.mapRect(r); 2006 2007 if (quickRejectSetupScissor(r.left, r.top, r.right, r.bottom)) { 2008 return DrawGlInfo::kStatusDone; 2009 } 2010 2011 mCaches.activeTexture(0); 2012 Texture* texture = getTexture(bitmap); 2013 if (!texture) return DrawGlInfo::kStatusDone; 2014 const AutoTexture autoCleanup(texture); 2015 2016 // This could be done in a cheaper way, all we need is pass the matrix 2017 // to the vertex shader. The save/restore is a bit overkill. 2018 save(SkCanvas::kMatrix_SaveFlag); 2019 concatMatrix(matrix); 2020 if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) { 2021 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 2022 } else { 2023 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 2024 } 2025 restore(); 2026 2027 return DrawGlInfo::kStatusDrew; 2028} 2029 2030status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, float left, float top, 2031 const SkPaint* paint) { 2032 const float right = left + bitmap->width(); 2033 const float bottom = top + bitmap->height(); 2034 2035 if (quickRejectSetupScissor(left, top, right, bottom)) { 2036 return DrawGlInfo::kStatusDone; 2037 } 2038 2039 mCaches.activeTexture(0); 2040 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2041 const AutoTexture autoCleanup(texture); 2042 2043 if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) { 2044 drawAlphaBitmap(texture, left, top, paint); 2045 } else { 2046 drawTextureRect(left, top, right, bottom, texture, paint); 2047 } 2048 2049 return DrawGlInfo::kStatusDrew; 2050} 2051 2052status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 2053 const float* vertices, const int* colors, const SkPaint* paint) { 2054 if (!vertices || currentSnapshot()->isIgnored()) { 2055 return DrawGlInfo::kStatusDone; 2056 } 2057 2058 // TODO: use quickReject on bounds from vertices 2059 mCaches.enableScissor(); 2060 2061 float left = FLT_MAX; 2062 float top = FLT_MAX; 2063 float right = FLT_MIN; 2064 float bottom = FLT_MIN; 2065 2066 const uint32_t count = meshWidth * meshHeight * 6; 2067 2068 Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr 2069 mesh.setCapacity(count); 2070 ColorTextureVertex* vertex = mesh.editArray(); 2071 2072 bool cleanupColors = false; 2073 if (!colors) { 2074 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2075 int* newColors = new int[colorsCount]; 2076 memset(newColors, 0xff, colorsCount * sizeof(int)); 2077 colors = newColors; 2078 cleanupColors = true; 2079 } 2080 2081 mCaches.activeTexture(0); 2082 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2083 const UvMapper& mapper(getMapper(texture)); 2084 2085 for (int32_t y = 0; y < meshHeight; y++) { 2086 for (int32_t x = 0; x < meshWidth; x++) { 2087 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2088 2089 float u1 = float(x) / meshWidth; 2090 float u2 = float(x + 1) / meshWidth; 2091 float v1 = float(y) / meshHeight; 2092 float v2 = float(y + 1) / meshHeight; 2093 2094 mapper.map(u1, v1, u2, v2); 2095 2096 int ax = i + (meshWidth + 1) * 2; 2097 int ay = ax + 1; 2098 int bx = i; 2099 int by = bx + 1; 2100 int cx = i + 2; 2101 int cy = cx + 1; 2102 int dx = i + (meshWidth + 1) * 2 + 2; 2103 int dy = dx + 1; 2104 2105 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2106 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2107 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2108 2109 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2110 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2111 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2112 2113 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2114 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2115 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2116 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2117 } 2118 } 2119 2120 if (quickRejectSetupScissor(left, top, right, bottom)) { 2121 if (cleanupColors) delete[] colors; 2122 return DrawGlInfo::kStatusDone; 2123 } 2124 2125 if (!texture) { 2126 texture = mCaches.textureCache.get(bitmap); 2127 if (!texture) { 2128 if (cleanupColors) delete[] colors; 2129 return DrawGlInfo::kStatusDone; 2130 } 2131 } 2132 const AutoTexture autoCleanup(texture); 2133 2134 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2135 texture->setFilter(getFilter(paint), true); 2136 2137 int alpha; 2138 SkXfermode::Mode mode; 2139 getAlphaAndMode(paint, &alpha, &mode); 2140 2141 float a = alpha / 255.0f; 2142 2143 if (hasLayer()) { 2144 dirtyLayer(left, top, right, bottom, *currentTransform()); 2145 } 2146 2147 setupDraw(); 2148 setupDrawWithTextureAndColor(); 2149 setupDrawColor(a, a, a, a); 2150 setupDrawColorFilter(getColorFilter(paint)); 2151 setupDrawBlending(paint, true); 2152 setupDrawProgram(); 2153 setupDrawDirtyRegionsDisabled(); 2154 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f); 2155 setupDrawTexture(texture->id); 2156 setupDrawPureColorUniforms(); 2157 setupDrawColorFilterUniforms(getColorFilter(paint)); 2158 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r); 2159 2160 glDrawArrays(GL_TRIANGLES, 0, count); 2161 2162 int slot = mCaches.currentProgram->getAttrib("colors"); 2163 if (slot >= 0) { 2164 glDisableVertexAttribArray(slot); 2165 } 2166 2167 if (cleanupColors) delete[] colors; 2168 2169 return DrawGlInfo::kStatusDrew; 2170} 2171 2172status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, 2173 float srcLeft, float srcTop, float srcRight, float srcBottom, 2174 float dstLeft, float dstTop, float dstRight, float dstBottom, 2175 const SkPaint* paint) { 2176 if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) { 2177 return DrawGlInfo::kStatusDone; 2178 } 2179 2180 mCaches.activeTexture(0); 2181 Texture* texture = getTexture(bitmap); 2182 if (!texture) return DrawGlInfo::kStatusDone; 2183 const AutoTexture autoCleanup(texture); 2184 2185 const float width = texture->width; 2186 const float height = texture->height; 2187 2188 float u1 = fmax(0.0f, srcLeft / width); 2189 float v1 = fmax(0.0f, srcTop / height); 2190 float u2 = fmin(1.0f, srcRight / width); 2191 float v2 = fmin(1.0f, srcBottom / height); 2192 2193 getMapper(texture).map(u1, v1, u2, v2); 2194 2195 mCaches.unbindMeshBuffer(); 2196 resetDrawTextureTexCoords(u1, v1, u2, v2); 2197 2198 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2199 2200 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2201 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2202 2203 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2204 // Apply a scale transform on the canvas only when a shader is in use 2205 // Skia handles the ratio between the dst and src rects as a scale factor 2206 // when a shader is set 2207 bool useScaleTransform = mDrawModifiers.mShader && scaled; 2208 bool ignoreTransform = false; 2209 2210 if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) { 2211 float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f); 2212 float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f); 2213 2214 dstRight = x + (dstRight - dstLeft); 2215 dstBottom = y + (dstBottom - dstTop); 2216 2217 dstLeft = x; 2218 dstTop = y; 2219 2220 texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true); 2221 ignoreTransform = true; 2222 } else { 2223 texture->setFilter(getFilter(paint), true); 2224 } 2225 2226 if (CC_UNLIKELY(useScaleTransform)) { 2227 save(SkCanvas::kMatrix_SaveFlag); 2228 translate(dstLeft, dstTop); 2229 scale(scaleX, scaleY); 2230 2231 dstLeft = 0.0f; 2232 dstTop = 0.0f; 2233 2234 dstRight = srcRight - srcLeft; 2235 dstBottom = srcBottom - srcTop; 2236 } 2237 2238 if (CC_UNLIKELY(bitmap->config() == SkBitmap::kA8_Config)) { 2239 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2240 texture->id, paint, 2241 &mMeshVertices[0].x, &mMeshVertices[0].u, 2242 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2243 } else { 2244 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2245 texture->id, paint, texture->blend, 2246 &mMeshVertices[0].x, &mMeshVertices[0].u, 2247 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2248 } 2249 2250 if (CC_UNLIKELY(useScaleTransform)) { 2251 restore(); 2252 } 2253 2254 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2255 2256 return DrawGlInfo::kStatusDrew; 2257} 2258 2259status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch, 2260 float left, float top, float right, float bottom, const SkPaint* paint) { 2261 if (quickRejectSetupScissor(left, top, right, bottom)) { 2262 return DrawGlInfo::kStatusDone; 2263 } 2264 2265 AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap); 2266 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2267 right - left, bottom - top, patch); 2268 2269 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2270} 2271 2272status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 2273 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2274 const SkPaint* paint) { 2275 if (quickRejectSetupScissor(left, top, right, bottom)) { 2276 return DrawGlInfo::kStatusDone; 2277 } 2278 2279 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2280 mCaches.activeTexture(0); 2281 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2282 if (!texture) return DrawGlInfo::kStatusDone; 2283 const AutoTexture autoCleanup(texture); 2284 2285 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2286 texture->setFilter(GL_LINEAR, true); 2287 2288 const bool pureTranslate = currentTransform()->isPureTranslate(); 2289 // Mark the current layer dirty where we are going to draw the patch 2290 if (hasLayer() && mesh->hasEmptyQuads) { 2291 const float offsetX = left + currentTransform()->getTranslateX(); 2292 const float offsetY = top + currentTransform()->getTranslateY(); 2293 const size_t count = mesh->quads.size(); 2294 for (size_t i = 0; i < count; i++) { 2295 const Rect& bounds = mesh->quads.itemAt(i); 2296 if (CC_LIKELY(pureTranslate)) { 2297 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2298 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2299 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2300 } else { 2301 dirtyLayer(left + bounds.left, top + bounds.top, 2302 left + bounds.right, top + bounds.bottom, *currentTransform()); 2303 } 2304 } 2305 } 2306 2307 bool ignoreTransform = false; 2308 if (CC_LIKELY(pureTranslate)) { 2309 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 2310 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 2311 2312 right = x + right - left; 2313 bottom = y + bottom - top; 2314 left = x; 2315 top = y; 2316 ignoreTransform = true; 2317 } 2318 drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint, 2319 texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2320 GL_TRIANGLES, mesh->indexCount, false, ignoreTransform, 2321 mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads); 2322 } 2323 2324 return DrawGlInfo::kStatusDrew; 2325} 2326 2327/** 2328 * Important note: this method is intended to draw batches of 9-patch objects and 2329 * will not set the scissor enable or dirty the current layer, if any. 2330 * The caller is responsible for properly dirtying the current layer. 2331 */ 2332status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2333 TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) { 2334 mCaches.activeTexture(0); 2335 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2336 if (!texture) return DrawGlInfo::kStatusDone; 2337 const AutoTexture autoCleanup(texture); 2338 2339 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2340 texture->setFilter(GL_LINEAR, true); 2341 2342 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint, 2343 texture->blend, &vertices[0].x, &vertices[0].u, 2344 GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false); 2345 2346 return DrawGlInfo::kStatusDrew; 2347} 2348 2349status_t OpenGLRenderer::drawVertexBuffer(VertexBufferMode mode, 2350 const VertexBuffer& vertexBuffer, const SkPaint* paint, bool useOffset) { 2351 // not missing call to quickReject/dirtyLayer, always done at a higher level 2352 if (!vertexBuffer.getVertexCount()) { 2353 // no vertices to draw 2354 return DrawGlInfo::kStatusDone; 2355 } 2356 2357 int color = paint->getColor(); 2358 bool isAA = paint->isAntiAlias(); 2359 2360 setupDraw(); 2361 setupDrawNoTexture(); 2362 if (isAA) setupDrawAA(); 2363 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2364 setupDrawColorFilter(getColorFilter(paint)); 2365 setupDrawShader(); 2366 setupDrawBlending(paint, isAA); 2367 setupDrawProgram(); 2368 setupDrawModelView(kModelViewMode_Translate, useOffset, 0, 0, 0, 0); 2369 setupDrawColorUniforms(); 2370 setupDrawColorFilterUniforms(getColorFilter(paint)); 2371 setupDrawShaderUniforms(); 2372 2373 const void* vertices = vertexBuffer.getBuffer(); 2374 bool force = mCaches.unbindMeshBuffer(); 2375 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2376 mCaches.resetTexCoordsVertexPointer(); 2377 2378 2379 int alphaSlot = -1; 2380 if (isAA) { 2381 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2382 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2383 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2384 glEnableVertexAttribArray(alphaSlot); 2385 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2386 } 2387 2388 if (mode == kVertexBufferMode_Standard) { 2389 mCaches.unbindIndicesBuffer(); 2390 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2391 } else if (mode == kVertexBufferMode_OnePolyRingShadow) { 2392 mCaches.bindShadowIndicesBuffer(); 2393 glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0); 2394 } else if (mode == kVertexBufferMode_TwoPolyRingShadow) { 2395 mCaches.bindShadowIndicesBuffer(); 2396 glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0); 2397 } 2398 2399 if (isAA) { 2400 glDisableVertexAttribArray(alphaSlot); 2401 } 2402 2403 return DrawGlInfo::kStatusDrew; 2404} 2405 2406/** 2407 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2408 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2409 * screen space in all directions. However, instead of using a fragment shader to compute the 2410 * translucency of the color from its position, we simply use a varying parameter to define how far 2411 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2412 * 2413 * Doesn't yet support joins, caps, or path effects. 2414 */ 2415status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 2416 VertexBuffer vertexBuffer; 2417 // TODO: try clipping large paths to viewport 2418 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 2419 2420 if (hasLayer()) { 2421 SkRect bounds = path.getBounds(); 2422 PathTessellator::expandBoundsForStroke(bounds, paint); 2423 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *currentTransform()); 2424 } 2425 2426 return drawVertexBuffer(kVertexBufferMode_Standard, vertexBuffer, paint); 2427} 2428 2429/** 2430 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2431 * and additional geometry for defining an alpha slope perimeter. 2432 * 2433 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2434 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2435 * in-shader alpha region, but found it to be taxing on some GPUs. 2436 * 2437 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2438 * memory transfer by removing need for degenerate vertices. 2439 */ 2440status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 2441 if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2442 2443 count &= ~0x3; // round down to nearest four 2444 2445 VertexBuffer buffer; 2446 SkRect bounds; 2447 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), bounds, buffer); 2448 2449 // can't pass paint, since style would be checked for outset. outset done by tessellation. 2450 if (quickRejectSetupScissor(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2451 return DrawGlInfo::kStatusDone; 2452 } 2453 2454 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *currentTransform()); 2455 2456 bool useOffset = !paint->isAntiAlias(); 2457 return drawVertexBuffer(kVertexBufferMode_Standard, buffer, paint, useOffset); 2458} 2459 2460status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 2461 if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; 2462 2463 count &= ~0x1; // round down to nearest two 2464 2465 VertexBuffer buffer; 2466 SkRect bounds; 2467 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), bounds, buffer); 2468 2469 // can't pass paint, since style would be checked for outset. outset done by tessellation. 2470 if (quickRejectSetupScissor(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2471 return DrawGlInfo::kStatusDone; 2472 } 2473 2474 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *currentTransform()); 2475 2476 bool useOffset = !paint->isAntiAlias(); 2477 return drawVertexBuffer(kVertexBufferMode_Standard, buffer, paint, useOffset); 2478} 2479 2480status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2481 // No need to check against the clip, we fill the clip region 2482 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 2483 2484 Rect clip(*currentClipRect()); 2485 clip.snapToPixelBoundaries(); 2486 2487 SkPaint paint; 2488 paint.setColor(color); 2489 paint.setXfermodeMode(mode); 2490 2491 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 2492 2493 return DrawGlInfo::kStatusDrew; 2494} 2495 2496status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2497 const SkPaint* paint) { 2498 if (!texture) return DrawGlInfo::kStatusDone; 2499 const AutoTexture autoCleanup(texture); 2500 2501 const float x = left + texture->left - texture->offset; 2502 const float y = top + texture->top - texture->offset; 2503 2504 drawPathTexture(texture, x, y, paint); 2505 2506 return DrawGlInfo::kStatusDrew; 2507} 2508 2509status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2510 float rx, float ry, const SkPaint* p) { 2511 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) || 2512 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2513 return DrawGlInfo::kStatusDone; 2514 } 2515 2516 if (p->getPathEffect() != 0) { 2517 mCaches.activeTexture(0); 2518 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2519 right - left, bottom - top, rx, ry, p); 2520 return drawShape(left, top, texture, p); 2521 } 2522 2523 SkPath path; 2524 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2525 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2526 float outset = p->getStrokeWidth() / 2; 2527 rect.outset(outset, outset); 2528 rx += outset; 2529 ry += outset; 2530 } 2531 path.addRoundRect(rect, rx, ry); 2532 return drawConvexPath(path, p); 2533} 2534 2535status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 2536 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(x - radius, y - radius, 2537 x + radius, y + radius, p) || 2538 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2539 return DrawGlInfo::kStatusDone; 2540 } 2541 if (p->getPathEffect() != 0) { 2542 mCaches.activeTexture(0); 2543 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2544 return drawShape(x - radius, y - radius, texture, p); 2545 } 2546 2547 SkPath path; 2548 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2549 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2550 } else { 2551 path.addCircle(x, y, radius); 2552 } 2553 return drawConvexPath(path, p); 2554} 2555 2556status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2557 const SkPaint* p) { 2558 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) || 2559 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2560 return DrawGlInfo::kStatusDone; 2561 } 2562 2563 if (p->getPathEffect() != 0) { 2564 mCaches.activeTexture(0); 2565 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2566 return drawShape(left, top, texture, p); 2567 } 2568 2569 SkPath path; 2570 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2571 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2572 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2573 } 2574 path.addOval(rect); 2575 return drawConvexPath(path, p); 2576} 2577 2578status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2579 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 2580 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) || 2581 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2582 return DrawGlInfo::kStatusDone; 2583 } 2584 2585 if (fabs(sweepAngle) >= 360.0f) { 2586 return drawOval(left, top, right, bottom, p); 2587 } 2588 2589 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2590 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2591 mCaches.activeTexture(0); 2592 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2593 startAngle, sweepAngle, useCenter, p); 2594 return drawShape(left, top, texture, p); 2595 } 2596 2597 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2598 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2599 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2600 } 2601 2602 SkPath path; 2603 if (useCenter) { 2604 path.moveTo(rect.centerX(), rect.centerY()); 2605 } 2606 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2607 if (useCenter) { 2608 path.close(); 2609 } 2610 return drawConvexPath(path, p); 2611} 2612 2613// See SkPaintDefaults.h 2614#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2615 2616status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 2617 const SkPaint* p) { 2618 if (currentSnapshot()->isIgnored() || quickRejectSetupScissor(left, top, right, bottom, p) || 2619 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2620 return DrawGlInfo::kStatusDone; 2621 } 2622 2623 if (p->getStyle() != SkPaint::kFill_Style) { 2624 // only fill style is supported by drawConvexPath, since others have to handle joins 2625 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2626 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2627 mCaches.activeTexture(0); 2628 const PathTexture* texture = 2629 mCaches.pathCache.getRect(right - left, bottom - top, p); 2630 return drawShape(left, top, texture, p); 2631 } 2632 2633 SkPath path; 2634 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2635 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2636 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2637 } 2638 path.addRect(rect); 2639 return drawConvexPath(path, p); 2640 } 2641 2642 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 2643 SkPath path; 2644 path.addRect(left, top, right, bottom); 2645 return drawConvexPath(path, p); 2646 } else { 2647 drawColorRect(left, top, right, bottom, p); 2648 return DrawGlInfo::kStatusDrew; 2649 } 2650} 2651 2652void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 2653 int bytesCount, int count, const float* positions, 2654 FontRenderer& fontRenderer, int alpha, float x, float y) { 2655 mCaches.activeTexture(0); 2656 2657 // NOTE: The drop shadow will not perform gamma correction 2658 // if shader-based correction is enabled 2659 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2660 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2661 paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions); 2662 // If the drop shadow exceeds the max texture size or couldn't be 2663 // allocated, skip drawing 2664 if (!shadow) return; 2665 const AutoTexture autoCleanup(shadow); 2666 2667 const float sx = x - shadow->left + mDrawModifiers.mShadowDx; 2668 const float sy = y - shadow->top + mDrawModifiers.mShadowDy; 2669 2670 const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2671 int shadowColor = mDrawModifiers.mShadowColor; 2672 if (mDrawModifiers.mShader) { 2673 shadowColor = 0xffffffff; 2674 } 2675 2676 setupDraw(); 2677 setupDrawWithTexture(true); 2678 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2679 setupDrawColorFilter(getColorFilter(paint)); 2680 setupDrawShader(); 2681 setupDrawBlending(paint, true); 2682 setupDrawProgram(); 2683 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 2684 sx, sy, sx + shadow->width, sy + shadow->height); 2685 setupDrawTexture(shadow->id); 2686 setupDrawPureColorUniforms(); 2687 setupDrawColorFilterUniforms(getColorFilter(paint)); 2688 setupDrawShaderUniforms(); 2689 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2690 2691 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2692} 2693 2694bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2695 float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2696 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2697} 2698 2699status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2700 const float* positions, const SkPaint* paint) { 2701 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) { 2702 return DrawGlInfo::kStatusDone; 2703 } 2704 2705 // NOTE: Skia does not support perspective transform on drawPosText yet 2706 if (!currentTransform()->isSimple()) { 2707 return DrawGlInfo::kStatusDone; 2708 } 2709 2710 mCaches.enableScissor(); 2711 2712 float x = 0.0f; 2713 float y = 0.0f; 2714 const bool pureTranslate = currentTransform()->isPureTranslate(); 2715 if (pureTranslate) { 2716 x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2717 y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2718 } 2719 2720 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2721 fontRenderer.setFont(paint, mat4::identity()); 2722 2723 int alpha; 2724 SkXfermode::Mode mode; 2725 getAlphaAndMode(paint, &alpha, &mode); 2726 2727 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2728 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2729 alpha, 0.0f, 0.0f); 2730 } 2731 2732 // Pick the appropriate texture filtering 2733 bool linearFilter = currentTransform()->changesBounds(); 2734 if (pureTranslate && !linearFilter) { 2735 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2736 } 2737 fontRenderer.setTextureFiltering(linearFilter); 2738 2739 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2740 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2741 2742 const bool hasActiveLayer = hasLayer(); 2743 2744 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2745 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2746 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2747 if (hasActiveLayer) { 2748 if (!pureTranslate) { 2749 currentTransform()->mapRect(bounds); 2750 } 2751 dirtyLayerUnchecked(bounds, getRegion()); 2752 } 2753 } 2754 2755 return DrawGlInfo::kStatusDrew; 2756} 2757 2758mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const { 2759 mat4 fontTransform; 2760 if (CC_LIKELY(transform.isPureTranslate())) { 2761 fontTransform = mat4::identity(); 2762 } else { 2763 if (CC_UNLIKELY(transform.isPerspective())) { 2764 fontTransform = mat4::identity(); 2765 } else { 2766 float sx, sy; 2767 currentTransform()->decomposeScale(sx, sy); 2768 fontTransform.loadScale(sx, sy, 1.0f); 2769 } 2770 } 2771 return fontTransform; 2772} 2773 2774status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2775 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2776 DrawOpMode drawOpMode) { 2777 2778 if (drawOpMode == kDrawOpMode_Immediate) { 2779 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2780 // drawing as ops from DeferredDisplayList are already filtered for these 2781 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) || 2782 quickRejectSetupScissor(bounds)) { 2783 return DrawGlInfo::kStatusDone; 2784 } 2785 } 2786 2787 const float oldX = x; 2788 const float oldY = y; 2789 2790 const mat4& transform = *currentTransform(); 2791 const bool pureTranslate = transform.isPureTranslate(); 2792 2793 if (CC_LIKELY(pureTranslate)) { 2794 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2795 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2796 } 2797 2798 int alpha; 2799 SkXfermode::Mode mode; 2800 getAlphaAndMode(paint, &alpha, &mode); 2801 2802 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2803 2804 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2805 fontRenderer.setFont(paint, mat4::identity()); 2806 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2807 alpha, oldX, oldY); 2808 } 2809 2810 const bool hasActiveLayer = hasLayer(); 2811 2812 // We only pass a partial transform to the font renderer. That partial 2813 // matrix defines how glyphs are rasterized. Typically we want glyphs 2814 // to be rasterized at their final size on screen, which means the partial 2815 // matrix needs to take the scale factor into account. 2816 // When a partial matrix is used to transform glyphs during rasterization, 2817 // the mesh is generated with the inverse transform (in the case of scale, 2818 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2819 // apply the full transform matrix at draw time in the vertex shader. 2820 // Applying the full matrix in the shader is the easiest way to handle 2821 // rotation and perspective and allows us to always generated quads in the 2822 // font renderer which greatly simplifies the code, clipping in particular. 2823 mat4 fontTransform = findBestFontTransform(transform); 2824 fontRenderer.setFont(paint, fontTransform); 2825 2826 // Pick the appropriate texture filtering 2827 bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2828 fontRenderer.setTextureFiltering(linearFilter); 2829 2830 // TODO: Implement better clipping for scaled/rotated text 2831 const Rect* clip = !pureTranslate ? NULL : currentClipRect(); 2832 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2833 2834 bool status; 2835 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2836 2837 // don't call issuedrawcommand, do it at end of batch 2838 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2839 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2840 SkPaint paintCopy(*paint); 2841 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2842 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2843 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2844 } else { 2845 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2846 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2847 } 2848 2849 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2850 if (!pureTranslate) { 2851 transform.mapRect(layerBounds); 2852 } 2853 dirtyLayerUnchecked(layerBounds, getRegion()); 2854 } 2855 2856 drawTextDecorations(totalAdvance, oldX, oldY, paint); 2857 2858 return DrawGlInfo::kStatusDrew; 2859} 2860 2861status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 2862 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 2863 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) { 2864 return DrawGlInfo::kStatusDone; 2865 } 2866 2867 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2868 mCaches.enableScissor(); 2869 2870 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2871 fontRenderer.setFont(paint, mat4::identity()); 2872 fontRenderer.setTextureFiltering(true); 2873 2874 int alpha; 2875 SkXfermode::Mode mode; 2876 getAlphaAndMode(paint, &alpha, &mode); 2877 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 2878 2879 const Rect* clip = &mSnapshot->getLocalClip(); 2880 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2881 2882 const bool hasActiveLayer = hasLayer(); 2883 2884 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2885 hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) { 2886 if (hasActiveLayer) { 2887 currentTransform()->mapRect(bounds); 2888 dirtyLayerUnchecked(bounds, getRegion()); 2889 } 2890 } 2891 2892 return DrawGlInfo::kStatusDrew; 2893} 2894 2895status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 2896 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 2897 2898 mCaches.activeTexture(0); 2899 2900 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2901 if (!texture) return DrawGlInfo::kStatusDone; 2902 const AutoTexture autoCleanup(texture); 2903 2904 const float x = texture->left - texture->offset; 2905 const float y = texture->top - texture->offset; 2906 2907 drawPathTexture(texture, x, y, paint); 2908 2909 return DrawGlInfo::kStatusDrew; 2910} 2911 2912status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 2913 if (!layer) { 2914 return DrawGlInfo::kStatusDone; 2915 } 2916 2917 mat4* transform = NULL; 2918 if (layer->isTextureLayer()) { 2919 transform = &layer->getTransform(); 2920 if (!transform->isIdentity()) { 2921 save(SkCanvas::kMatrix_SaveFlag); 2922 concatMatrix(*transform); 2923 } 2924 } 2925 2926 bool clipRequired = false; 2927 const bool rejected = calculateQuickRejectForScissor(x, y, 2928 x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, false); 2929 2930 if (rejected) { 2931 if (transform && !transform->isIdentity()) { 2932 restore(); 2933 } 2934 return DrawGlInfo::kStatusDone; 2935 } 2936 2937 updateLayer(layer, true); 2938 2939 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 2940 mCaches.activeTexture(0); 2941 2942 if (CC_LIKELY(!layer->region.isEmpty())) { 2943 if (layer->region.isRect()) { 2944 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2945 composeLayerRect(layer, layer->regionRect)); 2946 } else if (layer->mesh) { 2947 2948 const float a = getLayerAlpha(layer); 2949 setupDraw(); 2950 setupDrawWithTexture(); 2951 setupDrawColor(a, a, a, a); 2952 setupDrawColorFilter(layer->getColorFilter()); 2953 setupDrawBlending(layer); 2954 setupDrawProgram(); 2955 setupDrawPureColorUniforms(); 2956 setupDrawColorFilterUniforms(layer->getColorFilter()); 2957 setupDrawTexture(layer->getTexture()); 2958 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 2959 int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2960 int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2961 2962 layer->setFilter(GL_NEAREST); 2963 setupDrawModelView(kModelViewMode_Translate, false, tx, ty, 2964 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2965 } else { 2966 layer->setFilter(GL_LINEAR); 2967 setupDrawModelView(kModelViewMode_Translate, false, x, y, 2968 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2969 } 2970 2971 TextureVertex* mesh = &layer->mesh[0]; 2972 GLsizei elementsCount = layer->meshElementCount; 2973 2974 while (elementsCount > 0) { 2975 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 2976 2977 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 2978 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2979 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL)); 2980 2981 elementsCount -= drawCount; 2982 // Though there are 4 vertices in a quad, we use 6 indices per 2983 // quad to draw with GL_TRIANGLES 2984 mesh += (drawCount / 6) * 4; 2985 } 2986 2987#if DEBUG_LAYERS_AS_REGIONS 2988 drawRegionRectsDebug(layer->region); 2989#endif 2990 } 2991 2992 if (layer->debugDrawUpdate) { 2993 layer->debugDrawUpdate = false; 2994 2995 SkPaint paint; 2996 paint.setColor(0x7f00ff00); 2997 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint); 2998 } 2999 } 3000 layer->hasDrawnSinceUpdate = true; 3001 3002 if (transform && !transform->isIdentity()) { 3003 restore(); 3004 } 3005 3006 return DrawGlInfo::kStatusDrew; 3007} 3008 3009/////////////////////////////////////////////////////////////////////////////// 3010// Shaders 3011/////////////////////////////////////////////////////////////////////////////// 3012 3013void OpenGLRenderer::resetShader() { 3014 mDrawModifiers.mShader = NULL; 3015} 3016 3017void OpenGLRenderer::setupShader(SkiaShader* shader) { 3018 mDrawModifiers.mShader = shader; 3019 if (mDrawModifiers.mShader) { 3020 mDrawModifiers.mShader->setCaches(mCaches); 3021 } 3022} 3023 3024/////////////////////////////////////////////////////////////////////////////// 3025// Drop shadow 3026/////////////////////////////////////////////////////////////////////////////// 3027 3028void OpenGLRenderer::resetShadow() { 3029 mDrawModifiers.mHasShadow = false; 3030} 3031 3032void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 3033 mDrawModifiers.mHasShadow = true; 3034 mDrawModifiers.mShadowRadius = radius; 3035 mDrawModifiers.mShadowDx = dx; 3036 mDrawModifiers.mShadowDy = dy; 3037 mDrawModifiers.mShadowColor = color; 3038} 3039 3040/////////////////////////////////////////////////////////////////////////////// 3041// Draw filters 3042/////////////////////////////////////////////////////////////////////////////// 3043 3044void OpenGLRenderer::resetPaintFilter() { 3045 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 3046 // comparison, see MergingDrawBatch::canMergeWith 3047 mDrawModifiers.mHasDrawFilter = false; 3048 mDrawModifiers.mPaintFilterClearBits = 0; 3049 mDrawModifiers.mPaintFilterSetBits = 0; 3050} 3051 3052void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 3053 mDrawModifiers.mHasDrawFilter = true; 3054 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3055 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3056} 3057 3058const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) { 3059 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3060 return paint; 3061 } 3062 3063 uint32_t flags = paint->getFlags(); 3064 3065 mFilteredPaint = *paint; 3066 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | 3067 mDrawModifiers.mPaintFilterSetBits); 3068 3069 return &mFilteredPaint; 3070} 3071 3072/////////////////////////////////////////////////////////////////////////////// 3073// Drawing implementation 3074/////////////////////////////////////////////////////////////////////////////// 3075 3076Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 3077 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3078 if (!texture) { 3079 return mCaches.textureCache.get(bitmap); 3080 } 3081 return texture; 3082} 3083 3084void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3085 float x, float y, const SkPaint* paint) { 3086 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) { 3087 return; 3088 } 3089 3090 int alpha; 3091 SkXfermode::Mode mode; 3092 getAlphaAndMode(paint, &alpha, &mode); 3093 3094 setupDraw(); 3095 setupDrawWithTexture(true); 3096 setupDrawAlpha8Color(paint->getColor(), alpha); 3097 setupDrawColorFilter(getColorFilter(paint)); 3098 setupDrawShader(); 3099 setupDrawBlending(paint, true); 3100 setupDrawProgram(); 3101 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3102 x, y, x + texture->width, y + texture->height); 3103 setupDrawTexture(texture->id); 3104 setupDrawPureColorUniforms(); 3105 setupDrawColorFilterUniforms(getColorFilter(paint)); 3106 setupDrawShaderUniforms(); 3107 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3108 3109 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3110} 3111 3112// Same values used by Skia 3113#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3114#define kStdUnderline_Offset (1.0f / 9.0f) 3115#define kStdUnderline_Thickness (1.0f / 18.0f) 3116 3117void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, 3118 const SkPaint* paint) { 3119 // Handle underline and strike-through 3120 uint32_t flags = paint->getFlags(); 3121 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3122 SkPaint paintCopy(*paint); 3123 3124 if (CC_LIKELY(underlineWidth > 0.0f)) { 3125 const float textSize = paintCopy.getTextSize(); 3126 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3127 3128 const float left = x; 3129 float top = 0.0f; 3130 3131 int linesCount = 0; 3132 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3133 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3134 3135 const int pointsCount = 4 * linesCount; 3136 float points[pointsCount]; 3137 int currentPoint = 0; 3138 3139 if (flags & SkPaint::kUnderlineText_Flag) { 3140 top = y + textSize * kStdUnderline_Offset; 3141 points[currentPoint++] = left; 3142 points[currentPoint++] = top; 3143 points[currentPoint++] = left + underlineWidth; 3144 points[currentPoint++] = top; 3145 } 3146 3147 if (flags & SkPaint::kStrikeThruText_Flag) { 3148 top = y + textSize * kStdStrikeThru_Offset; 3149 points[currentPoint++] = left; 3150 points[currentPoint++] = top; 3151 points[currentPoint++] = left + underlineWidth; 3152 points[currentPoint++] = top; 3153 } 3154 3155 paintCopy.setStrokeWidth(strokeWidth); 3156 3157 drawLines(&points[0], pointsCount, &paintCopy); 3158 } 3159 } 3160} 3161 3162status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 3163 if (currentSnapshot()->isIgnored()) { 3164 return DrawGlInfo::kStatusDone; 3165 } 3166 3167 return drawColorRects(rects, count, paint, false, true, true); 3168} 3169 3170static void mapPointFakeZ(Vector3& point, const mat4& transformXY, const mat4& transformZ) { 3171 // map z coordinate with true 3d matrix 3172 point.z = transformZ.mapZ(point); 3173 3174 // map x,y coordinates with draw/Skia matrix 3175 transformXY.mapPoint(point.x, point.y); 3176} 3177 3178status_t OpenGLRenderer::drawShadow(const mat4& casterTransformXY, const mat4& casterTransformZ, 3179 float casterAlpha, bool casterUnclipped, const SkPath* casterPerimeter) { 3180 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 3181 3182 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 3183 mCaches.enableScissor(); 3184 3185 SkPaint paint; 3186 paint.setAntiAlias(true); // want to use AlphaVertex 3187 3188 // tessellate caster outline into a 2d polygon 3189 Vector<Vertex> casterVertices2d; 3190 const float casterRefinementThresholdSquared = 20.0f; // TODO: experiment with this value 3191 PathTessellator::approximatePathOutlineVertices(*casterPerimeter, 3192 casterRefinementThresholdSquared, casterVertices2d); 3193 if (!ShadowTessellator::isClockwisePath(*casterPerimeter)) { 3194 ShadowTessellator::reverseVertexArray(casterVertices2d.editArray(), 3195 casterVertices2d.size()); 3196 } 3197 3198 if (casterVertices2d.size() == 0) { 3199 // empty caster polygon computed from path 3200 return DrawGlInfo::kStatusDone; 3201 } 3202 3203 // map 2d caster poly into 3d 3204 const int casterVertexCount = casterVertices2d.size(); 3205 Vector3 casterPolygon[casterVertexCount]; 3206 float minZ = FLT_MAX; 3207 float maxZ = -FLT_MAX; 3208 for (int i = 0; i < casterVertexCount; i++) { 3209 const Vertex& point2d = casterVertices2d[i]; 3210 casterPolygon[i] = Vector3(point2d.x, point2d.y, 0); 3211 mapPointFakeZ(casterPolygon[i], casterTransformXY, casterTransformZ); 3212 minZ = fmin(minZ, casterPolygon[i].z); 3213 maxZ = fmax(maxZ, casterPolygon[i].z); 3214 } 3215 3216 // map the centroid of the caster into 3d 3217 Vector2 centroid = ShadowTessellator::centroid2d( 3218 reinterpret_cast<const Vector2*>(casterVertices2d.array()), 3219 casterVertexCount); 3220 Vector3 centroid3d(centroid.x, centroid.y, 0); 3221 mapPointFakeZ(centroid3d, casterTransformXY, casterTransformZ); 3222 3223 // if the caster intersects the z=0 plane, lift it in Z so it doesn't 3224 if (minZ < SHADOW_MIN_CASTER_Z) { 3225 float casterLift = SHADOW_MIN_CASTER_Z - minZ; 3226 for (int i = 0; i < casterVertexCount; i++) { 3227 casterPolygon[i].z += casterLift; 3228 } 3229 centroid3d.z += casterLift; 3230 } 3231 3232 // Check whether we want to draw the shadow at all by checking the caster's 3233 // bounds against clip. 3234 // We only have ortho projection, so we can just ignore the Z in caster for 3235 // simple rejection calculation. 3236 Rect localClip = mSnapshot->getLocalClip(); 3237 Rect casterBounds(casterPerimeter->getBounds()); 3238 casterTransformXY.mapRect(casterBounds); 3239 3240 bool isCasterOpaque = (casterAlpha == 1.0f) && casterUnclipped; 3241 // draw caster's shadows 3242 if (mCaches.propertyAmbientShadowStrength > 0) { 3243 paint.setARGB(casterAlpha * mCaches.propertyAmbientShadowStrength, 0, 0, 0); 3244 VertexBuffer ambientShadowVertexBuffer; 3245 VertexBufferMode vertexBufferMode = ShadowTessellator::tessellateAmbientShadow( 3246 isCasterOpaque, casterPolygon, casterVertexCount, centroid3d, 3247 casterBounds, localClip, maxZ, ambientShadowVertexBuffer); 3248 drawVertexBuffer(vertexBufferMode, ambientShadowVertexBuffer, &paint); 3249 } 3250 3251 if (mCaches.propertySpotShadowStrength > 0) { 3252 paint.setARGB(casterAlpha * mCaches.propertySpotShadowStrength, 0, 0, 0); 3253 VertexBuffer spotShadowVertexBuffer; 3254 VertexBufferMode vertexBufferMode = ShadowTessellator::tessellateSpotShadow( 3255 isCasterOpaque, casterPolygon, casterVertexCount, 3256 *currentTransform(), getWidth(), getHeight(), casterBounds, localClip, 3257 spotShadowVertexBuffer); 3258 drawVertexBuffer(vertexBufferMode, spotShadowVertexBuffer, &paint); 3259 } 3260 3261 return DrawGlInfo::kStatusDrew; 3262} 3263 3264status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 3265 bool ignoreTransform, bool dirty, bool clip) { 3266 if (count == 0) { 3267 return DrawGlInfo::kStatusDone; 3268 } 3269 3270 int color = paint->getColor(); 3271 // If a shader is set, preserve only the alpha 3272 if (mDrawModifiers.mShader) { 3273 color |= 0x00ffffff; 3274 } 3275 3276 float left = FLT_MAX; 3277 float top = FLT_MAX; 3278 float right = FLT_MIN; 3279 float bottom = FLT_MIN; 3280 3281 Vertex mesh[count]; 3282 Vertex* vertex = mesh; 3283 3284 for (int index = 0; index < count; index += 4) { 3285 float l = rects[index + 0]; 3286 float t = rects[index + 1]; 3287 float r = rects[index + 2]; 3288 float b = rects[index + 3]; 3289 3290 Vertex::set(vertex++, l, t); 3291 Vertex::set(vertex++, r, t); 3292 Vertex::set(vertex++, l, b); 3293 Vertex::set(vertex++, r, b); 3294 3295 left = fminf(left, l); 3296 top = fminf(top, t); 3297 right = fmaxf(right, r); 3298 bottom = fmaxf(bottom, b); 3299 } 3300 3301 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 3302 return DrawGlInfo::kStatusDone; 3303 } 3304 3305 setupDraw(); 3306 setupDrawNoTexture(); 3307 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3308 setupDrawShader(); 3309 setupDrawColorFilter(getColorFilter(paint)); 3310 setupDrawBlending(paint); 3311 setupDrawProgram(); 3312 setupDrawDirtyRegionsDisabled(); 3313 setupDrawModelView(kModelViewMode_Translate, false, 3314 0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform); 3315 setupDrawColorUniforms(); 3316 setupDrawShaderUniforms(); 3317 setupDrawColorFilterUniforms(getColorFilter(paint)); 3318 3319 if (dirty && hasLayer()) { 3320 dirtyLayer(left, top, right, bottom, *currentTransform()); 3321 } 3322 3323 issueIndexedQuadDraw(&mesh[0], count / 4); 3324 3325 return DrawGlInfo::kStatusDrew; 3326} 3327 3328void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3329 const SkPaint* paint, bool ignoreTransform) { 3330 int color = paint->getColor(); 3331 // If a shader is set, preserve only the alpha 3332 if (mDrawModifiers.mShader) { 3333 color |= 0x00ffffff; 3334 } 3335 3336 setupDraw(); 3337 setupDrawNoTexture(); 3338 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3339 setupDrawShader(); 3340 setupDrawColorFilter(getColorFilter(paint)); 3341 setupDrawBlending(paint); 3342 setupDrawProgram(); 3343 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3344 left, top, right, bottom, ignoreTransform); 3345 setupDrawColorUniforms(); 3346 setupDrawShaderUniforms(ignoreTransform); 3347 setupDrawColorFilterUniforms(getColorFilter(paint)); 3348 setupDrawSimpleMesh(); 3349 3350 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3351} 3352 3353void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3354 Texture* texture, const SkPaint* paint) { 3355 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3356 3357 GLvoid* vertices = (GLvoid*) NULL; 3358 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3359 3360 if (texture->uvMapper) { 3361 vertices = &mMeshVertices[0].x; 3362 texCoords = &mMeshVertices[0].u; 3363 3364 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3365 texture->uvMapper->map(uvs); 3366 3367 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3368 } 3369 3370 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3371 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 3372 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 3373 3374 texture->setFilter(GL_NEAREST, true); 3375 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3376 paint, texture->blend, vertices, texCoords, 3377 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3378 } else { 3379 texture->setFilter(getFilter(paint), true); 3380 drawTextureMesh(left, top, right, bottom, texture->id, paint, 3381 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3382 } 3383 3384 if (texture->uvMapper) { 3385 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3386 } 3387} 3388 3389void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3390 GLuint texture, const SkPaint* paint, bool blend, 3391 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3392 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3393 ModelViewMode modelViewMode, bool dirty) { 3394 3395 int a; 3396 SkXfermode::Mode mode; 3397 getAlphaAndMode(paint, &a, &mode); 3398 const float alpha = a / 255.0f; 3399 3400 setupDraw(); 3401 setupDrawWithTexture(); 3402 setupDrawColor(alpha, alpha, alpha, alpha); 3403 setupDrawColorFilter(getColorFilter(paint)); 3404 setupDrawBlending(paint, blend, swapSrcDst); 3405 setupDrawProgram(); 3406 if (!dirty) setupDrawDirtyRegionsDisabled(); 3407 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3408 setupDrawTexture(texture); 3409 setupDrawPureColorUniforms(); 3410 setupDrawColorFilterUniforms(getColorFilter(paint)); 3411 setupDrawMesh(vertices, texCoords, vbo); 3412 3413 glDrawArrays(drawMode, 0, elementsCount); 3414} 3415 3416void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3417 GLuint texture, const SkPaint* paint, bool blend, 3418 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3419 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3420 ModelViewMode modelViewMode, bool dirty) { 3421 3422 int a; 3423 SkXfermode::Mode mode; 3424 getAlphaAndMode(paint, &a, &mode); 3425 const float alpha = a / 255.0f; 3426 3427 setupDraw(); 3428 setupDrawWithTexture(); 3429 setupDrawColor(alpha, alpha, alpha, alpha); 3430 setupDrawColorFilter(getColorFilter(paint)); 3431 setupDrawBlending(paint, blend, swapSrcDst); 3432 setupDrawProgram(); 3433 if (!dirty) setupDrawDirtyRegionsDisabled(); 3434 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3435 setupDrawTexture(texture); 3436 setupDrawPureColorUniforms(); 3437 setupDrawColorFilterUniforms(getColorFilter(paint)); 3438 setupDrawMeshIndices(vertices, texCoords, vbo); 3439 3440 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3441} 3442 3443void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3444 GLuint texture, const SkPaint* paint, 3445 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3446 bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) { 3447 3448 int color = paint != NULL ? paint->getColor() : 0; 3449 int alpha; 3450 SkXfermode::Mode mode; 3451 getAlphaAndMode(paint, &alpha, &mode); 3452 3453 setupDraw(); 3454 setupDrawWithTexture(true); 3455 if (paint != NULL) { 3456 setupDrawAlpha8Color(color, alpha); 3457 } 3458 setupDrawColorFilter(getColorFilter(paint)); 3459 setupDrawShader(); 3460 setupDrawBlending(paint, true); 3461 setupDrawProgram(); 3462 if (!dirty) setupDrawDirtyRegionsDisabled(); 3463 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3464 setupDrawTexture(texture); 3465 setupDrawPureColorUniforms(); 3466 setupDrawColorFilterUniforms(getColorFilter(paint)); 3467 setupDrawShaderUniforms(ignoreTransform); 3468 setupDrawMesh(vertices, texCoords); 3469 3470 glDrawArrays(drawMode, 0, elementsCount); 3471} 3472 3473void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3474 ProgramDescription& description, bool swapSrcDst) { 3475 if (mCountOverdraw) { 3476 if (!mCaches.blend) glEnable(GL_BLEND); 3477 if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) { 3478 glBlendFunc(GL_ONE, GL_ONE); 3479 } 3480 3481 mCaches.blend = true; 3482 mCaches.lastSrcMode = GL_ONE; 3483 mCaches.lastDstMode = GL_ONE; 3484 3485 return; 3486 } 3487 3488 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3489 3490 if (blend) { 3491 // These blend modes are not supported by OpenGL directly and have 3492 // to be implemented using shaders. Since the shader will perform 3493 // the blending, turn blending off here 3494 // If the blend mode cannot be implemented using shaders, fall 3495 // back to the default SrcOver blend mode instead 3496 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3497 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3498 description.framebufferMode = mode; 3499 description.swapSrcDst = swapSrcDst; 3500 3501 if (mCaches.blend) { 3502 glDisable(GL_BLEND); 3503 mCaches.blend = false; 3504 } 3505 3506 return; 3507 } else { 3508 mode = SkXfermode::kSrcOver_Mode; 3509 } 3510 } 3511 3512 if (!mCaches.blend) { 3513 glEnable(GL_BLEND); 3514 } 3515 3516 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3517 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3518 3519 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3520 glBlendFunc(sourceMode, destMode); 3521 mCaches.lastSrcMode = sourceMode; 3522 mCaches.lastDstMode = destMode; 3523 } 3524 } else if (mCaches.blend) { 3525 glDisable(GL_BLEND); 3526 } 3527 mCaches.blend = blend; 3528} 3529 3530bool OpenGLRenderer::useProgram(Program* program) { 3531 if (!program->isInUse()) { 3532 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3533 program->use(); 3534 mCaches.currentProgram = program; 3535 return false; 3536 } 3537 return true; 3538} 3539 3540void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3541 TextureVertex* v = &mMeshVertices[0]; 3542 TextureVertex::setUV(v++, u1, v1); 3543 TextureVertex::setUV(v++, u2, v1); 3544 TextureVertex::setUV(v++, u1, v2); 3545 TextureVertex::setUV(v++, u2, v2); 3546} 3547 3548void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3549 getAlphaAndModeDirect(paint, alpha, mode); 3550 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3551 // if drawing a layer, ignore the paint's alpha 3552 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3553 } 3554 *alpha *= currentSnapshot()->alpha; 3555} 3556 3557float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 3558 float alpha; 3559 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3560 alpha = mDrawModifiers.mOverrideLayerAlpha; 3561 } else { 3562 alpha = layer->getAlpha() / 255.0f; 3563 } 3564 return alpha * currentSnapshot()->alpha; 3565} 3566 3567}; // namespace uirenderer 3568}; // namespace android 3569