OpenGLRenderer.cpp revision 8a3957d43bcae93fbb9f6b4b4c3de8abdb3c953c
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <private/hwui/DrawGlInfo.h> 30 31#include <ui/Rect.h> 32 33#include "OpenGLRenderer.h" 34#include "DisplayListRenderer.h" 35#include "Vector.h" 36 37namespace android { 38namespace uirenderer { 39 40/////////////////////////////////////////////////////////////////////////////// 41// Defines 42/////////////////////////////////////////////////////////////////////////////// 43 44#define RAD_TO_DEG (180.0f / 3.14159265f) 45#define MIN_ANGLE 0.001f 46 47// TODO: This should be set in properties 48#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 49 50/////////////////////////////////////////////////////////////////////////////// 51// Globals 52/////////////////////////////////////////////////////////////////////////////// 53 54/** 55 * Structure mapping Skia xfermodes to OpenGL blending factors. 56 */ 57struct Blender { 58 SkXfermode::Mode mode; 59 GLenum src; 60 GLenum dst; 61}; // struct Blender 62 63// In this array, the index of each Blender equals the value of the first 64// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 65static const Blender gBlends[] = { 66 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 67 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 68 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 69 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 70 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 71 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 72 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 73 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 74 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 75 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 76 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 77 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 78}; 79 80// This array contains the swapped version of each SkXfermode. For instance 81// this array's SrcOver blending mode is actually DstOver. You can refer to 82// createLayer() for more information on the purpose of this array. 83static const Blender gBlendsSwap[] = { 84 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 85 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 86 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 87 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 88 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 89 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 90 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 91 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 92 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 93 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 94 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 95 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 96}; 97 98static const GLenum gTextureUnits[] = { 99 GL_TEXTURE0, 100 GL_TEXTURE1, 101 GL_TEXTURE2 102}; 103 104/////////////////////////////////////////////////////////////////////////////// 105// Constructors/destructor 106/////////////////////////////////////////////////////////////////////////////// 107 108OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 109 mShader = NULL; 110 mColorFilter = NULL; 111 mHasShadow = false; 112 113 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 114 115 mFirstSnapshot = new Snapshot; 116} 117 118OpenGLRenderer::~OpenGLRenderer() { 119 // The context has already been destroyed at this point, do not call 120 // GL APIs. All GL state should be kept in Caches.h 121} 122 123/////////////////////////////////////////////////////////////////////////////// 124// Setup 125/////////////////////////////////////////////////////////////////////////////// 126 127void OpenGLRenderer::setViewport(int width, int height) { 128 glDisable(GL_DITHER); 129 glViewport(0, 0, width, height); 130 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 131 132 mWidth = width; 133 mHeight = height; 134 135 mFirstSnapshot->height = height; 136 mFirstSnapshot->viewport.set(0, 0, width, height); 137 138 mDirtyClip = false; 139} 140 141void OpenGLRenderer::prepare(bool opaque) { 142 prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 143} 144 145void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 146 mCaches.clearGarbage(); 147 148 mSnapshot = new Snapshot(mFirstSnapshot, 149 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 150 mSnapshot->fbo = getTargetFbo(); 151 152 mSaveCount = 1; 153 154 glViewport(0, 0, mWidth, mHeight); 155 156 glEnable(GL_SCISSOR_TEST); 157 glScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 158 mSnapshot->setClip(left, top, right, bottom); 159 160 if (!opaque) { 161 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 162 glClear(GL_COLOR_BUFFER_BIT); 163 } 164} 165 166void OpenGLRenderer::finish() { 167#if DEBUG_OPENGL 168 GLenum status = GL_NO_ERROR; 169 while ((status = glGetError()) != GL_NO_ERROR) { 170 LOGD("GL error from OpenGLRenderer: 0x%x", status); 171 switch (status) { 172 case GL_OUT_OF_MEMORY: 173 LOGE(" OpenGLRenderer is out of memory!"); 174 break; 175 } 176 } 177#endif 178#if DEBUG_MEMORY_USAGE 179 mCaches.dumpMemoryUsage(); 180#else 181 if (mCaches.getDebugLevel() & kDebugMemory) { 182 mCaches.dumpMemoryUsage(); 183 } 184#endif 185} 186 187void OpenGLRenderer::interrupt() { 188 if (mCaches.currentProgram) { 189 if (mCaches.currentProgram->isInUse()) { 190 mCaches.currentProgram->remove(); 191 mCaches.currentProgram = NULL; 192 } 193 } 194 mCaches.unbindMeshBuffer(); 195} 196 197void OpenGLRenderer::resume() { 198 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 199 200 glEnable(GL_SCISSOR_TEST); 201 dirtyClip(); 202 203 glDisable(GL_DITHER); 204 205 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 206 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 207 208 mCaches.blend = true; 209 glEnable(GL_BLEND); 210 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 211 glBlendEquation(GL_FUNC_ADD); 212} 213 214bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) { 215 interrupt(); 216 if (mDirtyClip) { 217 setScissorFromClip(); 218 } 219 220 Rect clip(*mSnapshot->clipRect); 221 clip.snapToPixelBoundaries(); 222 223#if RENDER_LAYERS_AS_REGIONS 224 // Since we don't know what the functor will draw, let's dirty 225 // tne entire clip region 226 if (hasLayer()) { 227 dirtyLayerUnchecked(clip, getRegion()); 228 } 229#endif 230 231 DrawGlInfo info; 232 info.clipLeft = clip.left; 233 info.clipTop = clip.top; 234 info.clipRight = clip.right; 235 info.clipBottom = clip.bottom; 236 info.isLayer = hasLayer(); 237 getSnapshot()->transform->copyTo(&info.transform[0]); 238 239 status_t result = (*functor)(0, &info); 240 241 if (result != 0) { 242 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 243 dirty.unionWith(localDirty); 244 } 245 246 resume(); 247 return result != 0; 248} 249 250/////////////////////////////////////////////////////////////////////////////// 251// State management 252/////////////////////////////////////////////////////////////////////////////// 253 254int OpenGLRenderer::getSaveCount() const { 255 return mSaveCount; 256} 257 258int OpenGLRenderer::save(int flags) { 259 return saveSnapshot(flags); 260} 261 262void OpenGLRenderer::restore() { 263 if (mSaveCount > 1) { 264 restoreSnapshot(); 265 } 266} 267 268void OpenGLRenderer::restoreToCount(int saveCount) { 269 if (saveCount < 1) saveCount = 1; 270 271 while (mSaveCount > saveCount) { 272 restoreSnapshot(); 273 } 274} 275 276int OpenGLRenderer::saveSnapshot(int flags) { 277 mSnapshot = new Snapshot(mSnapshot, flags); 278 return mSaveCount++; 279} 280 281bool OpenGLRenderer::restoreSnapshot() { 282 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 283 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 284 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 285 286 sp<Snapshot> current = mSnapshot; 287 sp<Snapshot> previous = mSnapshot->previous; 288 289 if (restoreOrtho) { 290 Rect& r = previous->viewport; 291 glViewport(r.left, r.top, r.right, r.bottom); 292 mOrthoMatrix.load(current->orthoMatrix); 293 } 294 295 mSaveCount--; 296 mSnapshot = previous; 297 298 if (restoreClip) { 299 dirtyClip(); 300 } 301 302 if (restoreLayer) { 303 composeLayer(current, previous); 304 } 305 306 return restoreClip; 307} 308 309/////////////////////////////////////////////////////////////////////////////// 310// Layers 311/////////////////////////////////////////////////////////////////////////////// 312 313int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 314 SkPaint* p, int flags) { 315 const GLuint previousFbo = mSnapshot->fbo; 316 const int count = saveSnapshot(flags); 317 318 if (!mSnapshot->isIgnored()) { 319 int alpha = 255; 320 SkXfermode::Mode mode; 321 322 if (p) { 323 alpha = p->getAlpha(); 324 if (!mCaches.extensions.hasFramebufferFetch()) { 325 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 326 if (!isMode) { 327 // Assume SRC_OVER 328 mode = SkXfermode::kSrcOver_Mode; 329 } 330 } else { 331 mode = getXfermode(p->getXfermode()); 332 } 333 } else { 334 mode = SkXfermode::kSrcOver_Mode; 335 } 336 337 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 338 } 339 340 return count; 341} 342 343int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 344 int alpha, int flags) { 345 if (alpha >= 255 - ALPHA_THRESHOLD) { 346 return saveLayer(left, top, right, bottom, NULL, flags); 347 } else { 348 SkPaint paint; 349 paint.setAlpha(alpha); 350 return saveLayer(left, top, right, bottom, &paint, flags); 351 } 352} 353 354/** 355 * Layers are viewed by Skia are slightly different than layers in image editing 356 * programs (for instance.) When a layer is created, previously created layers 357 * and the frame buffer still receive every drawing command. For instance, if a 358 * layer is created and a shape intersecting the bounds of the layers and the 359 * framebuffer is draw, the shape will be drawn on both (unless the layer was 360 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 361 * 362 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 363 * texture. Unfortunately, this is inefficient as it requires every primitive to 364 * be drawn n + 1 times, where n is the number of active layers. In practice this 365 * means, for every primitive: 366 * - Switch active frame buffer 367 * - Change viewport, clip and projection matrix 368 * - Issue the drawing 369 * 370 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 371 * To avoid this, layers are implemented in a different way here, at least in the 372 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 373 * is set. When this flag is set we can redirect all drawing operations into a 374 * single FBO. 375 * 376 * This implementation relies on the frame buffer being at least RGBA 8888. When 377 * a layer is created, only a texture is created, not an FBO. The content of the 378 * frame buffer contained within the layer's bounds is copied into this texture 379 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 380 * buffer and drawing continues as normal. This technique therefore treats the 381 * frame buffer as a scratch buffer for the layers. 382 * 383 * To compose the layers back onto the frame buffer, each layer texture 384 * (containing the original frame buffer data) is drawn as a simple quad over 385 * the frame buffer. The trick is that the quad is set as the composition 386 * destination in the blending equation, and the frame buffer becomes the source 387 * of the composition. 388 * 389 * Drawing layers with an alpha value requires an extra step before composition. 390 * An empty quad is drawn over the layer's region in the frame buffer. This quad 391 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 392 * quad is used to multiply the colors in the frame buffer. This is achieved by 393 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 394 * GL_ZERO, GL_SRC_ALPHA. 395 * 396 * Because glCopyTexImage2D() can be slow, an alternative implementation might 397 * be use to draw a single clipped layer. The implementation described above 398 * is correct in every case. 399 * 400 * (1) The frame buffer is actually not cleared right away. To allow the GPU 401 * to potentially optimize series of calls to glCopyTexImage2D, the frame 402 * buffer is left untouched until the first drawing operation. Only when 403 * something actually gets drawn are the layers regions cleared. 404 */ 405bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 406 float right, float bottom, int alpha, SkXfermode::Mode mode, 407 int flags, GLuint previousFbo) { 408 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 409 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 410 411 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 412 413 // Window coordinates of the layer 414 Rect bounds(left, top, right, bottom); 415 if (!fboLayer) { 416 mSnapshot->transform->mapRect(bounds); 417 418 // Layers only make sense if they are in the framebuffer's bounds 419 if (bounds.intersect(*snapshot->clipRect)) { 420 // We cannot work with sub-pixels in this case 421 bounds.snapToPixelBoundaries(); 422 423 // When the layer is not an FBO, we may use glCopyTexImage so we 424 // need to make sure the layer does not extend outside the bounds 425 // of the framebuffer 426 if (!bounds.intersect(snapshot->previous->viewport)) { 427 bounds.setEmpty(); 428 } 429 } else { 430 bounds.setEmpty(); 431 } 432 } 433 434 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 435 bounds.getHeight() > mCaches.maxTextureSize) { 436 snapshot->empty = fboLayer; 437 } else { 438 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 439 } 440 441 // Bail out if we won't draw in this snapshot 442 if (snapshot->invisible || snapshot->empty) { 443 return false; 444 } 445 446 glActiveTexture(gTextureUnits[0]); 447 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 448 if (!layer) { 449 return false; 450 } 451 452 layer->setAlpha(alpha, mode); 453 layer->layer.set(bounds); 454 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 455 bounds.getWidth() / float(layer->getWidth()), 0.0f); 456 layer->setColorFilter(mColorFilter); 457 458 // Save the layer in the snapshot 459 snapshot->flags |= Snapshot::kFlagIsLayer; 460 snapshot->layer = layer; 461 462 if (fboLayer) { 463 return createFboLayer(layer, bounds, snapshot, previousFbo); 464 } else { 465 // Copy the framebuffer into the layer 466 layer->bindTexture(); 467 if (!bounds.isEmpty()) { 468 if (layer->isEmpty()) { 469 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 470 bounds.left, snapshot->height - bounds.bottom, 471 layer->getWidth(), layer->getHeight(), 0); 472 layer->setEmpty(false); 473 } else { 474 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 475 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 476 } 477 478 // Enqueue the buffer coordinates to clear the corresponding region later 479 mLayers.push(new Rect(bounds)); 480 } 481 } 482 483 return true; 484} 485 486bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 487 GLuint previousFbo) { 488 layer->setFbo(mCaches.fboCache.get()); 489 490#if RENDER_LAYERS_AS_REGIONS 491 snapshot->region = &snapshot->layer->region; 492 snapshot->flags |= Snapshot::kFlagFboTarget; 493#endif 494 495 Rect clip(bounds); 496 snapshot->transform->mapRect(clip); 497 clip.intersect(*snapshot->clipRect); 498 clip.snapToPixelBoundaries(); 499 clip.intersect(snapshot->previous->viewport); 500 501 mat4 inverse; 502 inverse.loadInverse(*mSnapshot->transform); 503 504 inverse.mapRect(clip); 505 clip.snapToPixelBoundaries(); 506 clip.intersect(bounds); 507 clip.translate(-bounds.left, -bounds.top); 508 509 snapshot->flags |= Snapshot::kFlagIsFboLayer; 510 snapshot->fbo = layer->getFbo(); 511 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 512 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 513 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 514 snapshot->height = bounds.getHeight(); 515 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 516 snapshot->orthoMatrix.load(mOrthoMatrix); 517 518 // Bind texture to FBO 519 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 520 layer->bindTexture(); 521 522 // Initialize the texture if needed 523 if (layer->isEmpty()) { 524 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 525 layer->setEmpty(false); 526 } 527 528 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 529 layer->getTexture(), 0); 530 531#if DEBUG_LAYERS_AS_REGIONS 532 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 533 if (status != GL_FRAMEBUFFER_COMPLETE) { 534 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 535 536 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 537 layer->deleteTexture(); 538 mCaches.fboCache.put(layer->getFbo()); 539 540 delete layer; 541 542 return false; 543 } 544#endif 545 546 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 547 glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 548 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 549 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 550 glClear(GL_COLOR_BUFFER_BIT); 551 552 dirtyClip(); 553 554 // Change the ortho projection 555 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 556 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 557 558 return true; 559} 560 561/** 562 * Read the documentation of createLayer() before doing anything in this method. 563 */ 564void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 565 if (!current->layer) { 566 LOGE("Attempting to compose a layer that does not exist"); 567 return; 568 } 569 570 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 571 572 if (fboLayer) { 573 // Unbind current FBO and restore previous one 574 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 575 } 576 577 Layer* layer = current->layer; 578 const Rect& rect = layer->layer; 579 580 if (!fboLayer && layer->getAlpha() < 255) { 581 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 582 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 583 // Required below, composeLayerRect() will divide by 255 584 layer->setAlpha(255); 585 } 586 587 mCaches.unbindMeshBuffer(); 588 589 glActiveTexture(gTextureUnits[0]); 590 591 // When the layer is stored in an FBO, we can save a bit of fillrate by 592 // drawing only the dirty region 593 if (fboLayer) { 594 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 595 if (layer->getColorFilter()) { 596 setupColorFilter(layer->getColorFilter()); 597 } 598 composeLayerRegion(layer, rect); 599 if (layer->getColorFilter()) { 600 resetColorFilter(); 601 } 602 } else if (!rect.isEmpty()) { 603 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 604 composeLayerRect(layer, rect, true); 605 } 606 607 if (fboLayer) { 608 // Detach the texture from the FBO 609 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 610 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 611 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 612 613 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 614 mCaches.fboCache.put(current->fbo); 615 } 616 617 dirtyClip(); 618 619 // Failing to add the layer to the cache should happen only if the layer is too large 620 if (!mCaches.layerCache.put(layer)) { 621 LAYER_LOGD("Deleting layer"); 622 layer->deleteTexture(); 623 delete layer; 624 } 625} 626 627void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 628 float alpha = layer->getAlpha() / 255.0f; 629 630 mat4& transform = layer->getTransform(); 631 if (!transform.isIdentity()) { 632 save(0); 633 mSnapshot->transform->multiply(transform); 634 } 635 636 setupDraw(); 637 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 638 setupDrawWithTexture(); 639 } else { 640 setupDrawWithExternalTexture(); 641 } 642 setupDrawTextureTransform(); 643 setupDrawColor(alpha, alpha, alpha, alpha); 644 setupDrawColorFilter(); 645 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 646 setupDrawProgram(); 647 setupDrawPureColorUniforms(); 648 setupDrawColorFilterUniforms(); 649 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 650 setupDrawTexture(layer->getTexture()); 651 } else { 652 setupDrawExternalTexture(layer->getTexture()); 653 } 654 if (mSnapshot->transform->isPureTranslate() && 655 layer->getWidth() == (uint32_t) rect.getWidth() && 656 layer->getHeight() == (uint32_t) rect.getHeight()) { 657 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 658 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 659 660 layer->setFilter(GL_NEAREST, GL_NEAREST); 661 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 662 } else { 663 layer->setFilter(GL_LINEAR, GL_LINEAR); 664 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 665 } 666 setupDrawTextureTransformUniforms(layer->getTexTransform()); 667 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 668 669 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 670 671 finishDrawTexture(); 672 673 if (!transform.isIdentity()) { 674 restore(); 675 } 676} 677 678void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 679 if (!layer->isTextureLayer()) { 680 const Rect& texCoords = layer->texCoords; 681 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 682 texCoords.right, texCoords.bottom); 683 684 float x = rect.left; 685 float y = rect.top; 686 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 687 layer->getWidth() == (uint32_t) rect.getWidth() && 688 layer->getHeight() == (uint32_t) rect.getHeight(); 689 690 if (simpleTransform) { 691 // When we're swapping, the layer is already in screen coordinates 692 if (!swap) { 693 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 694 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 695 } 696 697 layer->setFilter(GL_NEAREST, GL_NEAREST, true); 698 } else { 699 layer->setFilter(GL_LINEAR, GL_LINEAR, true); 700 } 701 702 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 703 layer->getTexture(), layer->getAlpha() / 255.0f, 704 layer->getMode(), layer->isBlend(), 705 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 706 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 707 708 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 709 } else { 710 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 711 drawTextureLayer(layer, rect); 712 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 713 } 714} 715 716void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 717#if RENDER_LAYERS_AS_REGIONS 718 if (layer->region.isRect()) { 719 layer->setRegionAsRect(); 720 721 composeLayerRect(layer, layer->regionRect); 722 723 layer->region.clear(); 724 return; 725 } 726 727 // TODO: See LayerRenderer.cpp::generateMesh() for important 728 // information about this implementation 729 if (!layer->region.isEmpty()) { 730 size_t count; 731 const android::Rect* rects = layer->region.getArray(&count); 732 733 const float alpha = layer->getAlpha() / 255.0f; 734 const float texX = 1.0f / float(layer->getWidth()); 735 const float texY = 1.0f / float(layer->getHeight()); 736 const float height = rect.getHeight(); 737 738 TextureVertex* mesh = mCaches.getRegionMesh(); 739 GLsizei numQuads = 0; 740 741 setupDraw(); 742 setupDrawWithTexture(); 743 setupDrawColor(alpha, alpha, alpha, alpha); 744 setupDrawColorFilter(); 745 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 746 setupDrawProgram(); 747 setupDrawDirtyRegionsDisabled(); 748 setupDrawPureColorUniforms(); 749 setupDrawColorFilterUniforms(); 750 setupDrawTexture(layer->getTexture()); 751 if (mSnapshot->transform->isPureTranslate()) { 752 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 753 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 754 755 layer->setFilter(GL_NEAREST, GL_NEAREST); 756 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 757 } else { 758 layer->setFilter(GL_LINEAR, GL_LINEAR); 759 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 760 } 761 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]); 762 763 for (size_t i = 0; i < count; i++) { 764 const android::Rect* r = &rects[i]; 765 766 const float u1 = r->left * texX; 767 const float v1 = (height - r->top) * texY; 768 const float u2 = r->right * texX; 769 const float v2 = (height - r->bottom) * texY; 770 771 // TODO: Reject quads outside of the clip 772 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 773 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 774 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 775 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 776 777 numQuads++; 778 779 if (numQuads >= REGION_MESH_QUAD_COUNT) { 780 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 781 numQuads = 0; 782 mesh = mCaches.getRegionMesh(); 783 } 784 } 785 786 if (numQuads > 0) { 787 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 788 } 789 790 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 791 finishDrawTexture(); 792 793#if DEBUG_LAYERS_AS_REGIONS 794 drawRegionRects(layer->region); 795#endif 796 797 layer->region.clear(); 798 } 799#else 800 composeLayerRect(layer, rect); 801#endif 802} 803 804void OpenGLRenderer::drawRegionRects(const Region& region) { 805#if DEBUG_LAYERS_AS_REGIONS 806 size_t count; 807 const android::Rect* rects = region.getArray(&count); 808 809 uint32_t colors[] = { 810 0x7fff0000, 0x7f00ff00, 811 0x7f0000ff, 0x7fff00ff, 812 }; 813 814 int offset = 0; 815 int32_t top = rects[0].top; 816 817 for (size_t i = 0; i < count; i++) { 818 if (top != rects[i].top) { 819 offset ^= 0x2; 820 top = rects[i].top; 821 } 822 823 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 824 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 825 SkXfermode::kSrcOver_Mode); 826 } 827#endif 828} 829 830void OpenGLRenderer::dirtyLayer(const float left, const float top, 831 const float right, const float bottom, const mat4 transform) { 832#if RENDER_LAYERS_AS_REGIONS 833 if (hasLayer()) { 834 Rect bounds(left, top, right, bottom); 835 transform.mapRect(bounds); 836 dirtyLayerUnchecked(bounds, getRegion()); 837 } 838#endif 839} 840 841void OpenGLRenderer::dirtyLayer(const float left, const float top, 842 const float right, const float bottom) { 843#if RENDER_LAYERS_AS_REGIONS 844 if (hasLayer()) { 845 Rect bounds(left, top, right, bottom); 846 dirtyLayerUnchecked(bounds, getRegion()); 847 } 848#endif 849} 850 851void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 852#if RENDER_LAYERS_AS_REGIONS 853 if (bounds.intersect(*mSnapshot->clipRect)) { 854 bounds.snapToPixelBoundaries(); 855 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 856 if (!dirty.isEmpty()) { 857 region->orSelf(dirty); 858 } 859 } 860#endif 861} 862 863void OpenGLRenderer::clearLayerRegions() { 864 const size_t count = mLayers.size(); 865 if (count == 0) return; 866 867 if (!mSnapshot->isIgnored()) { 868 // Doing several glScissor/glClear here can negatively impact 869 // GPUs with a tiler architecture, instead we draw quads with 870 // the Clear blending mode 871 872 // The list contains bounds that have already been clipped 873 // against their initial clip rect, and the current clip 874 // is likely different so we need to disable clipping here 875 glDisable(GL_SCISSOR_TEST); 876 877 Vertex mesh[count * 6]; 878 Vertex* vertex = mesh; 879 880 for (uint32_t i = 0; i < count; i++) { 881 Rect* bounds = mLayers.itemAt(i); 882 883 Vertex::set(vertex++, bounds->left, bounds->bottom); 884 Vertex::set(vertex++, bounds->left, bounds->top); 885 Vertex::set(vertex++, bounds->right, bounds->top); 886 Vertex::set(vertex++, bounds->left, bounds->bottom); 887 Vertex::set(vertex++, bounds->right, bounds->top); 888 Vertex::set(vertex++, bounds->right, bounds->bottom); 889 890 delete bounds; 891 } 892 893 setupDraw(false); 894 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 895 setupDrawBlending(true, SkXfermode::kClear_Mode); 896 setupDrawProgram(); 897 setupDrawPureColorUniforms(); 898 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 899 900 mCaches.unbindMeshBuffer(); 901 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 902 gVertexStride, &mesh[0].position[0]); 903 glDrawArrays(GL_TRIANGLES, 0, count * 6); 904 905 glEnable(GL_SCISSOR_TEST); 906 } else { 907 for (uint32_t i = 0; i < count; i++) { 908 delete mLayers.itemAt(i); 909 } 910 } 911 912 mLayers.clear(); 913} 914 915/////////////////////////////////////////////////////////////////////////////// 916// Transforms 917/////////////////////////////////////////////////////////////////////////////// 918 919void OpenGLRenderer::translate(float dx, float dy) { 920 mSnapshot->transform->translate(dx, dy, 0.0f); 921} 922 923void OpenGLRenderer::rotate(float degrees) { 924 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 925} 926 927void OpenGLRenderer::scale(float sx, float sy) { 928 mSnapshot->transform->scale(sx, sy, 1.0f); 929} 930 931void OpenGLRenderer::skew(float sx, float sy) { 932 mSnapshot->transform->skew(sx, sy); 933} 934 935void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 936 mSnapshot->transform->load(*matrix); 937} 938 939void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 940 mSnapshot->transform->copyTo(*matrix); 941} 942 943void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 944 SkMatrix transform; 945 mSnapshot->transform->copyTo(transform); 946 transform.preConcat(*matrix); 947 mSnapshot->transform->load(transform); 948} 949 950/////////////////////////////////////////////////////////////////////////////// 951// Clipping 952/////////////////////////////////////////////////////////////////////////////// 953 954void OpenGLRenderer::setScissorFromClip() { 955 Rect clip(*mSnapshot->clipRect); 956 clip.snapToPixelBoundaries(); 957 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 958 mDirtyClip = false; 959} 960 961const Rect& OpenGLRenderer::getClipBounds() { 962 return mSnapshot->getLocalClip(); 963} 964 965bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 966 if (mSnapshot->isIgnored()) { 967 return true; 968 } 969 970 Rect r(left, top, right, bottom); 971 mSnapshot->transform->mapRect(r); 972 r.snapToPixelBoundaries(); 973 974 Rect clipRect(*mSnapshot->clipRect); 975 clipRect.snapToPixelBoundaries(); 976 977 return !clipRect.intersects(r); 978} 979 980bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 981 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 982 if (clipped) { 983 dirtyClip(); 984 } 985 return !mSnapshot->clipRect->isEmpty(); 986} 987 988/////////////////////////////////////////////////////////////////////////////// 989// Drawing commands 990/////////////////////////////////////////////////////////////////////////////// 991 992void OpenGLRenderer::setupDraw(bool clear) { 993 if (clear) clearLayerRegions(); 994 if (mDirtyClip) { 995 setScissorFromClip(); 996 } 997 mDescription.reset(); 998 mSetShaderColor = false; 999 mColorSet = false; 1000 mColorA = mColorR = mColorG = mColorB = 0.0f; 1001 mTextureUnit = 0; 1002 mTrackDirtyRegions = true; 1003 mTexCoordsSlot = -1; 1004} 1005 1006void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1007 mDescription.hasTexture = true; 1008 mDescription.hasAlpha8Texture = isAlpha8; 1009} 1010 1011void OpenGLRenderer::setupDrawWithExternalTexture() { 1012 mDescription.hasExternalTexture = true; 1013} 1014 1015void OpenGLRenderer::setupDrawAALine() { 1016 mDescription.isAA = true; 1017} 1018 1019void OpenGLRenderer::setupDrawPoint(float pointSize) { 1020 mDescription.isPoint = true; 1021 mDescription.pointSize = pointSize; 1022} 1023 1024void OpenGLRenderer::setupDrawColor(int color) { 1025 setupDrawColor(color, (color >> 24) & 0xFF); 1026} 1027 1028void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1029 mColorA = alpha / 255.0f; 1030 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1031 // the rgb values by a instead of also dividing by 255 1032 const float a = mColorA / 255.0f; 1033 mColorR = a * ((color >> 16) & 0xFF); 1034 mColorG = a * ((color >> 8) & 0xFF); 1035 mColorB = a * ((color ) & 0xFF); 1036 mColorSet = true; 1037 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1038} 1039 1040void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1041 mColorA = alpha / 255.0f; 1042 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1043 // the rgb values by a instead of also dividing by 255 1044 const float a = mColorA / 255.0f; 1045 mColorR = a * ((color >> 16) & 0xFF); 1046 mColorG = a * ((color >> 8) & 0xFF); 1047 mColorB = a * ((color ) & 0xFF); 1048 mColorSet = true; 1049 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1050} 1051 1052void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1053 mColorA = a; 1054 mColorR = r; 1055 mColorG = g; 1056 mColorB = b; 1057 mColorSet = true; 1058 mSetShaderColor = mDescription.setColor(r, g, b, a); 1059} 1060 1061void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 1062 mColorA = a; 1063 mColorR = r; 1064 mColorG = g; 1065 mColorB = b; 1066 mColorSet = true; 1067 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 1068} 1069 1070void OpenGLRenderer::setupDrawShader() { 1071 if (mShader) { 1072 mShader->describe(mDescription, mCaches.extensions); 1073 } 1074} 1075 1076void OpenGLRenderer::setupDrawColorFilter() { 1077 if (mColorFilter) { 1078 mColorFilter->describe(mDescription, mCaches.extensions); 1079 } 1080} 1081 1082void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1083 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1084 mColorA = 1.0f; 1085 mColorR = mColorG = mColorB = 0.0f; 1086 mSetShaderColor = mDescription.modulate = true; 1087 } 1088} 1089 1090void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1091 // When the blending mode is kClear_Mode, we need to use a modulate color 1092 // argb=1,0,0,0 1093 accountForClear(mode); 1094 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1095 mDescription, swapSrcDst); 1096} 1097 1098void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1099 // When the blending mode is kClear_Mode, we need to use a modulate color 1100 // argb=1,0,0,0 1101 accountForClear(mode); 1102 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1103 mDescription, swapSrcDst); 1104} 1105 1106void OpenGLRenderer::setupDrawProgram() { 1107 useProgram(mCaches.programCache.get(mDescription)); 1108} 1109 1110void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1111 mTrackDirtyRegions = false; 1112} 1113 1114void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1115 bool ignoreTransform) { 1116 mModelView.loadTranslate(left, top, 0.0f); 1117 if (!ignoreTransform) { 1118 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1119 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1120 } else { 1121 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1122 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1123 } 1124} 1125 1126void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1127 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1128} 1129 1130void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1131 bool ignoreTransform, bool ignoreModelView) { 1132 if (!ignoreModelView) { 1133 mModelView.loadTranslate(left, top, 0.0f); 1134 mModelView.scale(right - left, bottom - top, 1.0f); 1135 } else { 1136 mModelView.loadIdentity(); 1137 } 1138 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1139 if (!ignoreTransform) { 1140 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1141 if (mTrackDirtyRegions && dirty) { 1142 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1143 } 1144 } else { 1145 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1146 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1147 } 1148} 1149 1150void OpenGLRenderer::setupDrawPointUniforms() { 1151 int slot = mCaches.currentProgram->getUniform("pointSize"); 1152 glUniform1f(slot, mDescription.pointSize); 1153} 1154 1155void OpenGLRenderer::setupDrawColorUniforms() { 1156 if (mColorSet || (mShader && mSetShaderColor)) { 1157 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1158 } 1159} 1160 1161void OpenGLRenderer::setupDrawPureColorUniforms() { 1162 if (mSetShaderColor) { 1163 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1164 } 1165} 1166 1167void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1168 if (mShader) { 1169 if (ignoreTransform) { 1170 mModelView.loadInverse(*mSnapshot->transform); 1171 } 1172 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1173 } 1174} 1175 1176void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1177 if (mShader) { 1178 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1179 } 1180} 1181 1182void OpenGLRenderer::setupDrawColorFilterUniforms() { 1183 if (mColorFilter) { 1184 mColorFilter->setupProgram(mCaches.currentProgram); 1185 } 1186} 1187 1188void OpenGLRenderer::setupDrawSimpleMesh() { 1189 mCaches.bindMeshBuffer(); 1190 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1191 gMeshStride, 0); 1192} 1193 1194void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1195 bindTexture(texture); 1196 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1197 1198 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1199 glEnableVertexAttribArray(mTexCoordsSlot); 1200} 1201 1202void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1203 bindExternalTexture(texture); 1204 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1205 1206 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1207 glEnableVertexAttribArray(mTexCoordsSlot); 1208} 1209 1210void OpenGLRenderer::setupDrawTextureTransform() { 1211 mDescription.hasTextureTransform = true; 1212} 1213 1214void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1215 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1216 GL_FALSE, &transform.data[0]); 1217} 1218 1219void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1220 if (!vertices) { 1221 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1222 } else { 1223 mCaches.unbindMeshBuffer(); 1224 } 1225 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1226 gMeshStride, vertices); 1227 if (mTexCoordsSlot >= 0) { 1228 glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1229 } 1230} 1231 1232void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1233 mCaches.unbindMeshBuffer(); 1234 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1235 gVertexStride, vertices); 1236} 1237 1238/** 1239 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1240 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1241 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1242 * attributes (one per vertex) are values from zero to one that tells the fragment 1243 * shader where the fragment is in relation to the line width/length overall; these values are 1244 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1245 * region of the line. 1246 * Note that we only pass down the width values in this setup function. The length coordinates 1247 * are set up for each individual segment. 1248 */ 1249void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1250 GLvoid* lengthCoords, float boundaryWidthProportion) { 1251 mCaches.unbindMeshBuffer(); 1252 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1253 gAAVertexStride, vertices); 1254 int widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1255 glEnableVertexAttribArray(widthSlot); 1256 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1257 int lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1258 glEnableVertexAttribArray(lengthSlot); 1259 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1260 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1261 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1262 // Setting the inverse value saves computations per-fragment in the shader 1263 int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1264 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1265} 1266 1267void OpenGLRenderer::finishDrawTexture() { 1268 glDisableVertexAttribArray(mTexCoordsSlot); 1269} 1270 1271/////////////////////////////////////////////////////////////////////////////// 1272// Drawing 1273/////////////////////////////////////////////////////////////////////////////// 1274 1275bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height, 1276 Rect& dirty, uint32_t level) { 1277 if (quickReject(0.0f, 0.0f, width, height)) { 1278 return false; 1279 } 1280 1281 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1282 // will be performed by the display list itself 1283 if (displayList && displayList->isRenderable()) { 1284 return displayList->replay(*this, dirty, level); 1285 } 1286 1287 return false; 1288} 1289 1290void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1291 if (displayList) { 1292 displayList->output(*this, level); 1293 } 1294} 1295 1296void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1297 int alpha; 1298 SkXfermode::Mode mode; 1299 getAlphaAndMode(paint, &alpha, &mode); 1300 1301 float x = left; 1302 float y = top; 1303 1304 GLenum filter = GL_LINEAR; 1305 bool ignoreTransform = false; 1306 if (mSnapshot->transform->isPureTranslate()) { 1307 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1308 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1309 ignoreTransform = true; 1310 filter = GL_NEAREST; 1311 } 1312 1313 setupDraw(); 1314 setupDrawWithTexture(true); 1315 if (paint) { 1316 setupDrawAlpha8Color(paint->getColor(), alpha); 1317 } 1318 setupDrawColorFilter(); 1319 setupDrawShader(); 1320 setupDrawBlending(true, mode); 1321 setupDrawProgram(); 1322 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1323 1324 setupDrawTexture(texture->id); 1325 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1326 texture->setFilter(filter, filter); 1327 1328 setupDrawPureColorUniforms(); 1329 setupDrawColorFilterUniforms(); 1330 setupDrawShaderUniforms(); 1331 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1332 1333 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1334 1335 finishDrawTexture(); 1336} 1337 1338void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1339 const float right = left + bitmap->width(); 1340 const float bottom = top + bitmap->height(); 1341 1342 if (quickReject(left, top, right, bottom)) { 1343 return; 1344 } 1345 1346 glActiveTexture(gTextureUnits[0]); 1347 Texture* texture = mCaches.textureCache.get(bitmap); 1348 if (!texture) return; 1349 const AutoTexture autoCleanup(texture); 1350 1351 if (bitmap->getConfig() == SkBitmap::kA8_Config) { 1352 drawAlphaBitmap(texture, left, top, paint); 1353 } else { 1354 drawTextureRect(left, top, right, bottom, texture, paint); 1355 } 1356} 1357 1358void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1359 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1360 const mat4 transform(*matrix); 1361 transform.mapRect(r); 1362 1363 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1364 return; 1365 } 1366 1367 glActiveTexture(gTextureUnits[0]); 1368 Texture* texture = mCaches.textureCache.get(bitmap); 1369 if (!texture) return; 1370 const AutoTexture autoCleanup(texture); 1371 1372 // This could be done in a cheaper way, all we need is pass the matrix 1373 // to the vertex shader. The save/restore is a bit overkill. 1374 save(SkCanvas::kMatrix_SaveFlag); 1375 concatMatrix(matrix); 1376 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1377 restore(); 1378} 1379 1380void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1381 float* vertices, int* colors, SkPaint* paint) { 1382 // TODO: Do a quickReject 1383 if (!vertices || mSnapshot->isIgnored()) { 1384 return; 1385 } 1386 1387 glActiveTexture(gTextureUnits[0]); 1388 Texture* texture = mCaches.textureCache.get(bitmap); 1389 if (!texture) return; 1390 const AutoTexture autoCleanup(texture); 1391 1392 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true); 1393 texture->setFilter(GL_LINEAR, GL_LINEAR, true); 1394 1395 int alpha; 1396 SkXfermode::Mode mode; 1397 getAlphaAndMode(paint, &alpha, &mode); 1398 1399 const uint32_t count = meshWidth * meshHeight * 6; 1400 1401 float left = FLT_MAX; 1402 float top = FLT_MAX; 1403 float right = FLT_MIN; 1404 float bottom = FLT_MIN; 1405 1406#if RENDER_LAYERS_AS_REGIONS 1407 bool hasActiveLayer = hasLayer(); 1408#else 1409 bool hasActiveLayer = false; 1410#endif 1411 1412 // TODO: Support the colors array 1413 TextureVertex mesh[count]; 1414 TextureVertex* vertex = mesh; 1415 for (int32_t y = 0; y < meshHeight; y++) { 1416 for (int32_t x = 0; x < meshWidth; x++) { 1417 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1418 1419 float u1 = float(x) / meshWidth; 1420 float u2 = float(x + 1) / meshWidth; 1421 float v1 = float(y) / meshHeight; 1422 float v2 = float(y + 1) / meshHeight; 1423 1424 int ax = i + (meshWidth + 1) * 2; 1425 int ay = ax + 1; 1426 int bx = i; 1427 int by = bx + 1; 1428 int cx = i + 2; 1429 int cy = cx + 1; 1430 int dx = i + (meshWidth + 1) * 2 + 2; 1431 int dy = dx + 1; 1432 1433 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1434 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1435 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1436 1437 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1438 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1439 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1440 1441#if RENDER_LAYERS_AS_REGIONS 1442 if (hasActiveLayer) { 1443 // TODO: This could be optimized to avoid unnecessary ops 1444 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1445 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1446 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1447 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1448 } 1449#endif 1450 } 1451 } 1452 1453#if RENDER_LAYERS_AS_REGIONS 1454 if (hasActiveLayer) { 1455 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1456 } 1457#endif 1458 1459 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1460 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1461 GL_TRIANGLES, count, false, false, 0, false, false); 1462} 1463 1464void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1465 float srcLeft, float srcTop, float srcRight, float srcBottom, 1466 float dstLeft, float dstTop, float dstRight, float dstBottom, 1467 SkPaint* paint) { 1468 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1469 return; 1470 } 1471 1472 glActiveTexture(gTextureUnits[0]); 1473 Texture* texture = mCaches.textureCache.get(bitmap); 1474 if (!texture) return; 1475 const AutoTexture autoCleanup(texture); 1476 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true); 1477 1478 const float width = texture->width; 1479 const float height = texture->height; 1480 1481 const float u1 = fmax(0.0f, srcLeft / width); 1482 const float v1 = fmax(0.0f, srcTop / height); 1483 const float u2 = fmin(1.0f, srcRight / width); 1484 const float v2 = fmin(1.0f, srcBottom / height); 1485 1486 mCaches.unbindMeshBuffer(); 1487 resetDrawTextureTexCoords(u1, v1, u2, v2); 1488 1489 int alpha; 1490 SkXfermode::Mode mode; 1491 getAlphaAndMode(paint, &alpha, &mode); 1492 1493 if (mSnapshot->transform->isPureTranslate()) { 1494 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1495 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1496 1497 GLenum filter = GL_NEAREST; 1498 // Enable linear filtering if the source rectangle is scaled 1499 if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) { 1500 filter = GL_LINEAR; 1501 } 1502 texture->setFilter(filter, filter, true); 1503 1504 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1505 texture->id, alpha / 255.0f, mode, texture->blend, 1506 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1507 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1508 } else { 1509 texture->setFilter(GL_LINEAR, GL_LINEAR, true); 1510 1511 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1512 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1513 GL_TRIANGLE_STRIP, gMeshCount); 1514 } 1515 1516 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1517} 1518 1519void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1520 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1521 float left, float top, float right, float bottom, SkPaint* paint) { 1522 if (quickReject(left, top, right, bottom)) { 1523 return; 1524 } 1525 1526 glActiveTexture(gTextureUnits[0]); 1527 Texture* texture = mCaches.textureCache.get(bitmap); 1528 if (!texture) return; 1529 const AutoTexture autoCleanup(texture); 1530 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true); 1531 texture->setFilter(GL_LINEAR, GL_LINEAR, true); 1532 1533 int alpha; 1534 SkXfermode::Mode mode; 1535 getAlphaAndMode(paint, &alpha, &mode); 1536 1537 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1538 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1539 1540 if (mesh && mesh->verticesCount > 0) { 1541 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1542#if RENDER_LAYERS_AS_REGIONS 1543 // Mark the current layer dirty where we are going to draw the patch 1544 if (hasLayer() && mesh->hasEmptyQuads) { 1545 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1546 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1547 const size_t count = mesh->quads.size(); 1548 for (size_t i = 0; i < count; i++) { 1549 const Rect& bounds = mesh->quads.itemAt(i); 1550 if (pureTranslate) { 1551 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1552 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1553 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1554 } else { 1555 dirtyLayer(left + bounds.left, top + bounds.top, 1556 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1557 } 1558 } 1559 } 1560#endif 1561 1562 if (pureTranslate) { 1563 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1564 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1565 1566 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1567 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1568 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1569 true, !mesh->hasEmptyQuads); 1570 } else { 1571 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1572 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1573 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1574 true, !mesh->hasEmptyQuads); 1575 } 1576 } 1577} 1578 1579/** 1580 * This function uses a similar approach to that of AA lines in the drawLines() function. 1581 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment 1582 * shader to compute the translucency of the color, determined by whether a given pixel is 1583 * within that boundary region and how far into the region it is. 1584 */ 1585void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom, 1586 int color, SkXfermode::Mode mode) { 1587 float inverseScaleX = 1.0f; 1588 float inverseScaleY = 1.0f; 1589 // The quad that we use needs to account for scaling. 1590 if (!mSnapshot->transform->isPureTranslate()) { 1591 Matrix4 *mat = mSnapshot->transform; 1592 float m00 = mat->data[Matrix4::kScaleX]; 1593 float m01 = mat->data[Matrix4::kSkewY]; 1594 float m02 = mat->data[2]; 1595 float m10 = mat->data[Matrix4::kSkewX]; 1596 float m11 = mat->data[Matrix4::kScaleX]; 1597 float m12 = mat->data[6]; 1598 float scaleX = sqrt(m00 * m00 + m01 * m01); 1599 float scaleY = sqrt(m10 * m10 + m11 * m11); 1600 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1601 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1602 } 1603 1604 setupDraw(); 1605 setupDrawAALine(); 1606 setupDrawColor(color); 1607 setupDrawColorFilter(); 1608 setupDrawShader(); 1609 setupDrawBlending(true, mode); 1610 setupDrawProgram(); 1611 setupDrawModelViewIdentity(true); 1612 setupDrawColorUniforms(); 1613 setupDrawColorFilterUniforms(); 1614 setupDrawShaderIdentityUniforms(); 1615 1616 AAVertex rects[4]; 1617 AAVertex* aaVertices = &rects[0]; 1618 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1619 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1620 1621 float boundarySizeX = .5 * inverseScaleX; 1622 float boundarySizeY = .5 * inverseScaleY; 1623 1624 // Adjust the rect by the AA boundary padding 1625 left -= boundarySizeX; 1626 right += boundarySizeX; 1627 top -= boundarySizeY; 1628 bottom += boundarySizeY; 1629 1630 float width = right - left; 1631 float height = bottom - top; 1632 1633 float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0; 1634 float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0; 1635 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); 1636 int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1637 int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1638 glUniform1f(boundaryLengthSlot, boundaryHeightProportion); 1639 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryHeightProportion)); 1640 1641 if (!quickReject(left, top, right, bottom)) { 1642 AAVertex::set(aaVertices++, left, bottom, 1, 1); 1643 AAVertex::set(aaVertices++, left, top, 1, 0); 1644 AAVertex::set(aaVertices++, right, bottom, 0, 1); 1645 AAVertex::set(aaVertices++, right, top, 0, 0); 1646 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1647 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 1648 } 1649} 1650 1651/** 1652 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1653 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1654 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1655 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 1656 * of the line. Hairlines are more involved because we need to account for transform scaling 1657 * to end up with a one-pixel-wide line in screen space.. 1658 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 1659 * in combination with values that we calculate and pass down in this method. The basic approach 1660 * is that the quad we create contains both the core line area plus a bounding area in which 1661 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 1662 * proportion of the width and the length of a given segment is represented by the boundary 1663 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 1664 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 1665 * on the inside). This ends up giving the result we want, with pixels that are completely 1666 * 'inside' the line area being filled opaquely and the other pixels being filled according to 1667 * how far into the boundary region they are, which is determined by shader interpolation. 1668 */ 1669void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1670 if (mSnapshot->isIgnored()) return; 1671 1672 const bool isAA = paint->isAntiAlias(); 1673 // We use half the stroke width here because we're going to position the quad 1674 // corner vertices half of the width away from the line endpoints 1675 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 1676 // A stroke width of 0 has a special meaning in Skia: 1677 // it draws a line 1 px wide regardless of current transform 1678 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1679 float inverseScaleX = 1.0f; 1680 float inverseScaleY = 1.0f; 1681 bool scaled = false; 1682 int alpha; 1683 SkXfermode::Mode mode; 1684 int generatedVerticesCount = 0; 1685 int verticesCount = count; 1686 if (count > 4) { 1687 // Polyline: account for extra vertices needed for continuous tri-strip 1688 verticesCount += (count - 4); 1689 } 1690 1691 if (isHairLine || isAA) { 1692 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 1693 // the line on the screen should always be one pixel wide regardless of scale. For 1694 // AA lines, we only want one pixel of translucent boundary around the quad. 1695 if (!mSnapshot->transform->isPureTranslate()) { 1696 Matrix4 *mat = mSnapshot->transform; 1697 float m00 = mat->data[Matrix4::kScaleX]; 1698 float m01 = mat->data[Matrix4::kSkewY]; 1699 float m02 = mat->data[2]; 1700 float m10 = mat->data[Matrix4::kSkewX]; 1701 float m11 = mat->data[Matrix4::kScaleX]; 1702 float m12 = mat->data[6]; 1703 float scaleX = sqrt(m00*m00 + m01*m01); 1704 float scaleY = sqrt(m10*m10 + m11*m11); 1705 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1706 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1707 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 1708 scaled = true; 1709 } 1710 } 1711 } 1712 1713 getAlphaAndMode(paint, &alpha, &mode); 1714 setupDraw(); 1715 if (isAA) { 1716 setupDrawAALine(); 1717 } 1718 setupDrawColor(paint->getColor(), alpha); 1719 setupDrawColorFilter(); 1720 setupDrawShader(); 1721 if (isAA) { 1722 setupDrawBlending(true, mode); 1723 } else { 1724 setupDrawBlending(mode); 1725 } 1726 setupDrawProgram(); 1727 setupDrawModelViewIdentity(true); 1728 setupDrawColorUniforms(); 1729 setupDrawColorFilterUniforms(); 1730 setupDrawShaderIdentityUniforms(); 1731 1732 if (isHairLine) { 1733 // Set a real stroke width to be used in quad construction 1734 halfStrokeWidth = isAA? 1 : .5; 1735 } else if (isAA && !scaled) { 1736 // Expand boundary to enable AA calculations on the quad border 1737 halfStrokeWidth += .5f; 1738 } 1739 Vertex lines[verticesCount]; 1740 Vertex* vertices = &lines[0]; 1741 AAVertex wLines[verticesCount]; 1742 AAVertex* aaVertices = &wLines[0]; 1743 if (!isAA) { 1744 setupDrawVertices(vertices); 1745 } else { 1746 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1747 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1748 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 1749 // AA stroke width (the base stroke width expanded by a half pixel on either side). 1750 // This value is used in the fragment shader to determine how to fill fragments. 1751 // We will need to calculate the actual width proportion on each segment for 1752 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 1753 float boundaryWidthProportion = 1 / (2 * halfStrokeWidth); 1754 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); 1755 } 1756 1757 AAVertex* prevAAVertex = NULL; 1758 Vertex* prevVertex = NULL; 1759 1760 int boundaryLengthSlot = -1; 1761 int inverseBoundaryLengthSlot = -1; 1762 int boundaryWidthSlot = -1; 1763 int inverseBoundaryWidthSlot = -1; 1764 for (int i = 0; i < count; i += 4) { 1765 // a = start point, b = end point 1766 vec2 a(points[i], points[i + 1]); 1767 vec2 b(points[i + 2], points[i + 3]); 1768 float length = 0; 1769 float boundaryLengthProportion = 0; 1770 float boundaryWidthProportion = 0; 1771 1772 // Find the normal to the line 1773 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 1774 if (isHairLine) { 1775 if (isAA) { 1776 float wideningFactor; 1777 if (fabs(n.x) >= fabs(n.y)) { 1778 wideningFactor = fabs(1.0f / n.x); 1779 } else { 1780 wideningFactor = fabs(1.0f / n.y); 1781 } 1782 n *= wideningFactor; 1783 } 1784 if (scaled) { 1785 n.x *= inverseScaleX; 1786 n.y *= inverseScaleY; 1787 } 1788 } else if (scaled) { 1789 // Extend n by .5 pixel on each side, post-transform 1790 vec2 extendedN = n.copyNormalized(); 1791 extendedN /= 2; 1792 extendedN.x *= inverseScaleX; 1793 extendedN.y *= inverseScaleY; 1794 float extendedNLength = extendedN.length(); 1795 // We need to set this value on the shader prior to drawing 1796 boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength); 1797 n += extendedN; 1798 } 1799 float x = n.x; 1800 n.x = -n.y; 1801 n.y = x; 1802 1803 // aa lines expand the endpoint vertices to encompass the AA boundary 1804 if (isAA) { 1805 vec2 abVector = (b - a); 1806 length = abVector.length(); 1807 abVector.normalize(); 1808 if (scaled) { 1809 abVector.x *= inverseScaleX; 1810 abVector.y *= inverseScaleY; 1811 float abLength = abVector.length(); 1812 boundaryLengthProportion = abLength / (length + abLength); 1813 } else { 1814 boundaryLengthProportion = .5 / (length + 1); 1815 } 1816 abVector /= 2; 1817 a -= abVector; 1818 b += abVector; 1819 } 1820 1821 // Four corners of the rectangle defining a thick line 1822 vec2 p1 = a - n; 1823 vec2 p2 = a + n; 1824 vec2 p3 = b + n; 1825 vec2 p4 = b - n; 1826 1827 1828 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1829 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1830 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1831 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1832 1833 if (!quickReject(left, top, right, bottom)) { 1834 if (!isAA) { 1835 if (prevVertex != NULL) { 1836 // Issue two repeat vertices to create degenerate triangles to bridge 1837 // between the previous line and the new one. This is necessary because 1838 // we are creating a single triangle_strip which will contain 1839 // potentially discontinuous line segments. 1840 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 1841 Vertex::set(vertices++, p1.x, p1.y); 1842 generatedVerticesCount += 2; 1843 } 1844 Vertex::set(vertices++, p1.x, p1.y); 1845 Vertex::set(vertices++, p2.x, p2.y); 1846 Vertex::set(vertices++, p4.x, p4.y); 1847 Vertex::set(vertices++, p3.x, p3.y); 1848 prevVertex = vertices - 1; 1849 generatedVerticesCount += 4; 1850 } else { 1851 if (!isHairLine && scaled) { 1852 // Must set width proportions per-segment for scaled non-hairlines to use the 1853 // correct AA boundary dimensions 1854 if (boundaryWidthSlot < 0) { 1855 boundaryWidthSlot = 1856 mCaches.currentProgram->getUniform("boundaryWidth"); 1857 inverseBoundaryWidthSlot = 1858 mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1859 } 1860 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1861 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1862 } 1863 if (boundaryLengthSlot < 0) { 1864 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1865 inverseBoundaryLengthSlot = 1866 mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1867 } 1868 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 1869 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion)); 1870 1871 if (prevAAVertex != NULL) { 1872 // Issue two repeat vertices to create degenerate triangles to bridge 1873 // between the previous line and the new one. This is necessary because 1874 // we are creating a single triangle_strip which will contain 1875 // potentially discontinuous line segments. 1876 AAVertex::set(aaVertices++,prevAAVertex->position[0], 1877 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 1878 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1879 generatedVerticesCount += 2; 1880 } 1881 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1882 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 1883 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 1884 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 1885 prevAAVertex = aaVertices - 1; 1886 generatedVerticesCount += 4; 1887 } 1888 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 1889 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 1890 *mSnapshot->transform); 1891 } 1892 } 1893 if (generatedVerticesCount > 0) { 1894 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 1895 } 1896} 1897 1898void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 1899 if (mSnapshot->isIgnored()) return; 1900 1901 // TODO: The paint's cap style defines whether the points are square or circular 1902 // TODO: Handle AA for round points 1903 1904 // A stroke width of 0 has a special meaning in Skia: 1905 // it draws an unscaled 1px point 1906 float strokeWidth = paint->getStrokeWidth(); 1907 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1908 if (isHairLine) { 1909 // Now that we know it's hairline, we can set the effective width, to be used later 1910 strokeWidth = 1.0f; 1911 } 1912 const float halfWidth = strokeWidth / 2; 1913 int alpha; 1914 SkXfermode::Mode mode; 1915 getAlphaAndMode(paint, &alpha, &mode); 1916 1917 int verticesCount = count >> 1; 1918 int generatedVerticesCount = 0; 1919 1920 TextureVertex pointsData[verticesCount]; 1921 TextureVertex* vertex = &pointsData[0]; 1922 1923 setupDraw(); 1924 setupDrawPoint(strokeWidth); 1925 setupDrawColor(paint->getColor(), alpha); 1926 setupDrawColorFilter(); 1927 setupDrawShader(); 1928 setupDrawBlending(mode); 1929 setupDrawProgram(); 1930 setupDrawModelViewIdentity(true); 1931 setupDrawColorUniforms(); 1932 setupDrawColorFilterUniforms(); 1933 setupDrawPointUniforms(); 1934 setupDrawShaderIdentityUniforms(); 1935 setupDrawMesh(vertex); 1936 1937 for (int i = 0; i < count; i += 2) { 1938 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1939 generatedVerticesCount++; 1940 float left = points[i] - halfWidth; 1941 float right = points[i] + halfWidth; 1942 float top = points[i + 1] - halfWidth; 1943 float bottom = points [i + 1] + halfWidth; 1944 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1945 } 1946 1947 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 1948} 1949 1950void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1951 // No need to check against the clip, we fill the clip region 1952 if (mSnapshot->isIgnored()) return; 1953 1954 Rect& clip(*mSnapshot->clipRect); 1955 clip.snapToPixelBoundaries(); 1956 1957 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1958} 1959 1960void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 1961 if (!texture) return; 1962 const AutoTexture autoCleanup(texture); 1963 1964 const float x = left + texture->left - texture->offset; 1965 const float y = top + texture->top - texture->offset; 1966 1967 drawPathTexture(texture, x, y, paint); 1968} 1969 1970void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 1971 float rx, float ry, SkPaint* paint) { 1972 if (mSnapshot->isIgnored()) return; 1973 1974 glActiveTexture(gTextureUnits[0]); 1975 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 1976 right - left, bottom - top, rx, ry, paint); 1977 drawShape(left, top, texture, paint); 1978} 1979 1980void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 1981 if (mSnapshot->isIgnored()) return; 1982 1983 glActiveTexture(gTextureUnits[0]); 1984 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 1985 drawShape(x - radius, y - radius, texture, paint); 1986} 1987 1988void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 1989 if (mSnapshot->isIgnored()) return; 1990 1991 glActiveTexture(gTextureUnits[0]); 1992 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 1993 drawShape(left, top, texture, paint); 1994} 1995 1996void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 1997 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 1998 if (mSnapshot->isIgnored()) return; 1999 2000 if (fabs(sweepAngle) >= 360.0f) { 2001 drawOval(left, top, right, bottom, paint); 2002 return; 2003 } 2004 2005 glActiveTexture(gTextureUnits[0]); 2006 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2007 startAngle, sweepAngle, useCenter, paint); 2008 drawShape(left, top, texture, paint); 2009} 2010 2011void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 2012 SkPaint* paint) { 2013 if (mSnapshot->isIgnored()) return; 2014 2015 glActiveTexture(gTextureUnits[0]); 2016 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 2017 drawShape(left, top, texture, paint); 2018} 2019 2020void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2021 if (p->getStyle() != SkPaint::kFill_Style) { 2022 drawRectAsShape(left, top, right, bottom, p); 2023 return; 2024 } 2025 2026 if (quickReject(left, top, right, bottom)) { 2027 return; 2028 } 2029 2030 SkXfermode::Mode mode; 2031 if (!mCaches.extensions.hasFramebufferFetch()) { 2032 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 2033 if (!isMode) { 2034 // Assume SRC_OVER 2035 mode = SkXfermode::kSrcOver_Mode; 2036 } 2037 } else { 2038 mode = getXfermode(p->getXfermode()); 2039 } 2040 2041 int color = p->getColor(); 2042 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2043 drawAARect(left, top, right, bottom, color, mode); 2044 } else { 2045 drawColorRect(left, top, right, bottom, color, mode); 2046 } 2047} 2048 2049void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2050 float x, float y, SkPaint* paint) { 2051 if (text == NULL || count == 0) { 2052 return; 2053 } 2054 if (mSnapshot->isIgnored()) return; 2055 2056 // TODO: We should probably make a copy of the paint instead of modifying 2057 // it; modifying the paint will change its generationID the first 2058 // time, which might impact caches. More investigation needed to 2059 // see if it matters. 2060 // If we make a copy, then drawTextDecorations() should *not* make 2061 // its own copy as it does right now. 2062 paint->setAntiAlias(true); 2063#if RENDER_TEXT_AS_GLYPHS 2064 paint->setTextEncoding(SkPaint::kGlyphID_TextEncoding); 2065#endif 2066 2067 float length = -1.0f; 2068 switch (paint->getTextAlign()) { 2069 case SkPaint::kCenter_Align: 2070 length = paint->measureText(text, bytesCount); 2071 x -= length / 2.0f; 2072 break; 2073 case SkPaint::kRight_Align: 2074 length = paint->measureText(text, bytesCount); 2075 x -= length; 2076 break; 2077 default: 2078 break; 2079 } 2080 2081 const float oldX = x; 2082 const float oldY = y; 2083 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2084 if (pureTranslate) { 2085 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2086 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2087 } 2088 2089 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2090 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2091 paint->getTextSize()); 2092 2093 int alpha; 2094 SkXfermode::Mode mode; 2095 getAlphaAndMode(paint, &alpha, &mode); 2096 2097 if (mHasShadow) { 2098 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2099 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2100 paint, text, bytesCount, count, mShadowRadius); 2101 const AutoTexture autoCleanup(shadow); 2102 2103 const float sx = oldX - shadow->left + mShadowDx; 2104 const float sy = oldY - shadow->top + mShadowDy; 2105 2106 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 2107 int shadowColor = mShadowColor; 2108 if (mShader) { 2109 shadowColor = 0xffffffff; 2110 } 2111 2112 glActiveTexture(gTextureUnits[0]); 2113 setupDraw(); 2114 setupDrawWithTexture(true); 2115 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2116 setupDrawColorFilter(); 2117 setupDrawShader(); 2118 setupDrawBlending(true, mode); 2119 setupDrawProgram(); 2120 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2121 setupDrawTexture(shadow->id); 2122 setupDrawPureColorUniforms(); 2123 setupDrawColorFilterUniforms(); 2124 setupDrawShaderUniforms(); 2125 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2126 2127 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2128 2129 finishDrawTexture(); 2130 } 2131 2132 if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) { 2133 return; 2134 } 2135 2136 // Pick the appropriate texture filtering 2137 bool linearFilter = mSnapshot->transform->changesBounds(); 2138 if (pureTranslate && !linearFilter) { 2139 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2140 } 2141 2142 glActiveTexture(gTextureUnits[0]); 2143 setupDraw(); 2144 setupDrawDirtyRegionsDisabled(); 2145 setupDrawWithTexture(true); 2146 setupDrawAlpha8Color(paint->getColor(), alpha); 2147 setupDrawColorFilter(); 2148 setupDrawShader(); 2149 setupDrawBlending(true, mode); 2150 setupDrawProgram(); 2151 setupDrawModelView(x, y, x, y, pureTranslate, true); 2152 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2153 setupDrawPureColorUniforms(); 2154 setupDrawColorFilterUniforms(); 2155 setupDrawShaderUniforms(pureTranslate); 2156 2157 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2158 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2159 2160#if RENDER_LAYERS_AS_REGIONS 2161 bool hasActiveLayer = hasLayer(); 2162#else 2163 bool hasActiveLayer = false; 2164#endif 2165 mCaches.unbindMeshBuffer(); 2166 2167 // Tell font renderer the locations of position and texture coord 2168 // attributes so it can bind its data properly 2169 int positionSlot = mCaches.currentProgram->position; 2170 fontRenderer.setAttributeBindingSlots(positionSlot, mTexCoordsSlot); 2171 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 2172 hasActiveLayer ? &bounds : NULL)) { 2173#if RENDER_LAYERS_AS_REGIONS 2174 if (hasActiveLayer) { 2175 if (!pureTranslate) { 2176 mSnapshot->transform->mapRect(bounds); 2177 } 2178 dirtyLayerUnchecked(bounds, getRegion()); 2179 } 2180#endif 2181 } 2182 2183 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 2184 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 2185 2186 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2187} 2188 2189void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2190 if (mSnapshot->isIgnored()) return; 2191 2192 glActiveTexture(gTextureUnits[0]); 2193 2194 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2195 if (!texture) return; 2196 const AutoTexture autoCleanup(texture); 2197 2198 const float x = texture->left - texture->offset; 2199 const float y = texture->top - texture->offset; 2200 2201 drawPathTexture(texture, x, y, paint); 2202} 2203 2204void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2205 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 2206 return; 2207 } 2208 2209 glActiveTexture(gTextureUnits[0]); 2210 2211 int alpha; 2212 SkXfermode::Mode mode; 2213 getAlphaAndMode(paint, &alpha, &mode); 2214 2215 layer->setAlpha(alpha, mode); 2216 2217#if RENDER_LAYERS_AS_REGIONS 2218 if (!layer->region.isEmpty()) { 2219 if (layer->region.isRect()) { 2220 composeLayerRect(layer, layer->regionRect); 2221 } else if (layer->mesh) { 2222 const float a = alpha / 255.0f; 2223 const Rect& rect = layer->layer; 2224 2225 setupDraw(); 2226 setupDrawWithTexture(); 2227 setupDrawColor(a, a, a, a); 2228 setupDrawColorFilter(); 2229 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2230 setupDrawProgram(); 2231 setupDrawPureColorUniforms(); 2232 setupDrawColorFilterUniforms(); 2233 setupDrawTexture(layer->getTexture()); 2234 if (mSnapshot->transform->isPureTranslate()) { 2235 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2236 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2237 2238 layer->setFilter(GL_NEAREST, GL_NEAREST); 2239 setupDrawModelViewTranslate(x, y, 2240 x + layer->layer.getWidth(), y + layer->layer.getHeight(), true); 2241 } else { 2242 layer->setFilter(GL_LINEAR, GL_LINEAR); 2243 setupDrawModelViewTranslate(x, y, 2244 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2245 } 2246 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2247 2248 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2249 GL_UNSIGNED_SHORT, layer->meshIndices); 2250 2251 finishDrawTexture(); 2252 2253#if DEBUG_LAYERS_AS_REGIONS 2254 drawRegionRects(layer->region); 2255#endif 2256 } 2257 } 2258#else 2259 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2260 composeLayerRect(layer, r); 2261#endif 2262} 2263 2264/////////////////////////////////////////////////////////////////////////////// 2265// Shaders 2266/////////////////////////////////////////////////////////////////////////////// 2267 2268void OpenGLRenderer::resetShader() { 2269 mShader = NULL; 2270} 2271 2272void OpenGLRenderer::setupShader(SkiaShader* shader) { 2273 mShader = shader; 2274 if (mShader) { 2275 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2276 } 2277} 2278 2279/////////////////////////////////////////////////////////////////////////////// 2280// Color filters 2281/////////////////////////////////////////////////////////////////////////////// 2282 2283void OpenGLRenderer::resetColorFilter() { 2284 mColorFilter = NULL; 2285} 2286 2287void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2288 mColorFilter = filter; 2289} 2290 2291/////////////////////////////////////////////////////////////////////////////// 2292// Drop shadow 2293/////////////////////////////////////////////////////////////////////////////// 2294 2295void OpenGLRenderer::resetShadow() { 2296 mHasShadow = false; 2297} 2298 2299void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2300 mHasShadow = true; 2301 mShadowRadius = radius; 2302 mShadowDx = dx; 2303 mShadowDy = dy; 2304 mShadowColor = color; 2305} 2306 2307/////////////////////////////////////////////////////////////////////////////// 2308// Drawing implementation 2309/////////////////////////////////////////////////////////////////////////////// 2310 2311void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2312 float x, float y, SkPaint* paint) { 2313 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2314 return; 2315 } 2316 2317 int alpha; 2318 SkXfermode::Mode mode; 2319 getAlphaAndMode(paint, &alpha, &mode); 2320 2321 setupDraw(); 2322 setupDrawWithTexture(true); 2323 setupDrawAlpha8Color(paint->getColor(), alpha); 2324 setupDrawColorFilter(); 2325 setupDrawShader(); 2326 setupDrawBlending(true, mode); 2327 setupDrawProgram(); 2328 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2329 setupDrawTexture(texture->id); 2330 setupDrawPureColorUniforms(); 2331 setupDrawColorFilterUniforms(); 2332 setupDrawShaderUniforms(); 2333 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2334 2335 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2336 2337 finishDrawTexture(); 2338} 2339 2340// Same values used by Skia 2341#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2342#define kStdUnderline_Offset (1.0f / 9.0f) 2343#define kStdUnderline_Thickness (1.0f / 18.0f) 2344 2345void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2346 float x, float y, SkPaint* paint) { 2347 // Handle underline and strike-through 2348 uint32_t flags = paint->getFlags(); 2349 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2350 SkPaint paintCopy(*paint); 2351 float underlineWidth = length; 2352 // If length is > 0.0f, we already measured the text for the text alignment 2353 if (length <= 0.0f) { 2354 underlineWidth = paintCopy.measureText(text, bytesCount); 2355 } 2356 2357 float offsetX = 0; 2358 switch (paintCopy.getTextAlign()) { 2359 case SkPaint::kCenter_Align: 2360 offsetX = underlineWidth * 0.5f; 2361 break; 2362 case SkPaint::kRight_Align: 2363 offsetX = underlineWidth; 2364 break; 2365 default: 2366 break; 2367 } 2368 2369 if (underlineWidth > 0.0f) { 2370 const float textSize = paintCopy.getTextSize(); 2371 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2372 2373 const float left = x - offsetX; 2374 float top = 0.0f; 2375 2376 int linesCount = 0; 2377 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2378 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2379 2380 const int pointsCount = 4 * linesCount; 2381 float points[pointsCount]; 2382 int currentPoint = 0; 2383 2384 if (flags & SkPaint::kUnderlineText_Flag) { 2385 top = y + textSize * kStdUnderline_Offset; 2386 points[currentPoint++] = left; 2387 points[currentPoint++] = top; 2388 points[currentPoint++] = left + underlineWidth; 2389 points[currentPoint++] = top; 2390 } 2391 2392 if (flags & SkPaint::kStrikeThruText_Flag) { 2393 top = y + textSize * kStdStrikeThru_Offset; 2394 points[currentPoint++] = left; 2395 points[currentPoint++] = top; 2396 points[currentPoint++] = left + underlineWidth; 2397 points[currentPoint++] = top; 2398 } 2399 2400 paintCopy.setStrokeWidth(strokeWidth); 2401 2402 drawLines(&points[0], pointsCount, &paintCopy); 2403 } 2404 } 2405} 2406 2407void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2408 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2409 // If a shader is set, preserve only the alpha 2410 if (mShader) { 2411 color |= 0x00ffffff; 2412 } 2413 2414 setupDraw(); 2415 setupDrawColor(color); 2416 setupDrawShader(); 2417 setupDrawColorFilter(); 2418 setupDrawBlending(mode); 2419 setupDrawProgram(); 2420 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2421 setupDrawColorUniforms(); 2422 setupDrawShaderUniforms(ignoreTransform); 2423 setupDrawColorFilterUniforms(); 2424 setupDrawSimpleMesh(); 2425 2426 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2427} 2428 2429void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2430 Texture* texture, SkPaint* paint) { 2431 int alpha; 2432 SkXfermode::Mode mode; 2433 getAlphaAndMode(paint, &alpha, &mode); 2434 2435 texture->setWrap(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, true); 2436 2437 if (mSnapshot->transform->isPureTranslate()) { 2438 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2439 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2440 2441 texture->setFilter(GL_NEAREST, GL_NEAREST, true); 2442 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2443 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2444 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2445 } else { 2446 texture->setFilter(GL_LINEAR, GL_LINEAR, true); 2447 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2448 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2449 GL_TRIANGLE_STRIP, gMeshCount); 2450 } 2451} 2452 2453void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2454 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2455 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2456 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2457} 2458 2459void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2460 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2461 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2462 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2463 2464 setupDraw(); 2465 setupDrawWithTexture(); 2466 setupDrawColor(alpha, alpha, alpha, alpha); 2467 setupDrawColorFilter(); 2468 setupDrawBlending(blend, mode, swapSrcDst); 2469 setupDrawProgram(); 2470 if (!dirty) { 2471 setupDrawDirtyRegionsDisabled(); 2472 } 2473 if (!ignoreScale) { 2474 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2475 } else { 2476 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2477 } 2478 setupDrawPureColorUniforms(); 2479 setupDrawColorFilterUniforms(); 2480 setupDrawTexture(texture); 2481 setupDrawMesh(vertices, texCoords, vbo); 2482 2483 glDrawArrays(drawMode, 0, elementsCount); 2484 2485 finishDrawTexture(); 2486} 2487 2488void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2489 ProgramDescription& description, bool swapSrcDst) { 2490 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2491 if (blend) { 2492 if (mode < SkXfermode::kPlus_Mode) { 2493 if (!mCaches.blend) { 2494 glEnable(GL_BLEND); 2495 } 2496 2497 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2498 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2499 2500 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2501 glBlendFunc(sourceMode, destMode); 2502 mCaches.lastSrcMode = sourceMode; 2503 mCaches.lastDstMode = destMode; 2504 } 2505 } else { 2506 // These blend modes are not supported by OpenGL directly and have 2507 // to be implemented using shaders. Since the shader will perform 2508 // the blending, turn blending off here 2509 if (mCaches.extensions.hasFramebufferFetch()) { 2510 description.framebufferMode = mode; 2511 description.swapSrcDst = swapSrcDst; 2512 } 2513 2514 if (mCaches.blend) { 2515 glDisable(GL_BLEND); 2516 } 2517 blend = false; 2518 } 2519 } else if (mCaches.blend) { 2520 glDisable(GL_BLEND); 2521 } 2522 mCaches.blend = blend; 2523} 2524 2525bool OpenGLRenderer::useProgram(Program* program) { 2526 if (!program->isInUse()) { 2527 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2528 program->use(); 2529 mCaches.currentProgram = program; 2530 return false; 2531 } 2532 return true; 2533} 2534 2535void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2536 TextureVertex* v = &mMeshVertices[0]; 2537 TextureVertex::setUV(v++, u1, v1); 2538 TextureVertex::setUV(v++, u2, v1); 2539 TextureVertex::setUV(v++, u1, v2); 2540 TextureVertex::setUV(v++, u2, v2); 2541} 2542 2543void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2544 if (paint) { 2545 if (!mCaches.extensions.hasFramebufferFetch()) { 2546 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 2547 if (!isMode) { 2548 // Assume SRC_OVER 2549 *mode = SkXfermode::kSrcOver_Mode; 2550 } 2551 } else { 2552 *mode = getXfermode(paint->getXfermode()); 2553 } 2554 2555 // Skia draws using the color's alpha channel if < 255 2556 // Otherwise, it uses the paint's alpha 2557 int color = paint->getColor(); 2558 *alpha = (color >> 24) & 0xFF; 2559 if (*alpha == 255) { 2560 *alpha = paint->getAlpha(); 2561 } 2562 } else { 2563 *mode = SkXfermode::kSrcOver_Mode; 2564 *alpha = 255; 2565 } 2566} 2567 2568SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 2569 SkXfermode::Mode resultMode; 2570 if (!SkXfermode::AsMode(mode, &resultMode)) { 2571 resultMode = SkXfermode::kSrcOver_Mode; 2572 } 2573 return resultMode; 2574} 2575 2576}; // namespace uirenderer 2577}; // namespace android 2578