OpenGLRenderer.cpp revision 8e586f61dd4f7fa53b01e63ac779ffc7cde05bdd
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkPathMeasure.h> 25#include <SkTypeface.h> 26 27#include <utils/Log.h> 28#include <utils/StopWatch.h> 29 30#include <private/hwui/DrawGlInfo.h> 31 32#include <ui/Rect.h> 33 34#include "OpenGLRenderer.h" 35#include "DisplayListRenderer.h" 36#include "PathRenderer.h" 37#include "Vector.h" 38 39namespace android { 40namespace uirenderer { 41 42/////////////////////////////////////////////////////////////////////////////// 43// Defines 44/////////////////////////////////////////////////////////////////////////////// 45 46#define RAD_TO_DEG (180.0f / 3.14159265f) 47#define MIN_ANGLE 0.001f 48 49#define ALPHA_THRESHOLD 0 50 51#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 52 53/////////////////////////////////////////////////////////////////////////////// 54// Globals 55/////////////////////////////////////////////////////////////////////////////// 56 57/** 58 * Structure mapping Skia xfermodes to OpenGL blending factors. 59 */ 60struct Blender { 61 SkXfermode::Mode mode; 62 GLenum src; 63 GLenum dst; 64}; // struct Blender 65 66// In this array, the index of each Blender equals the value of the first 67// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 68static const Blender gBlends[] = { 69 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 70 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 71 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 72 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 73 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 74 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 75 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 76 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 77 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 78 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 79 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 80 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 81 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 82 { SkXfermode::kMultiply_Mode, GL_ZERO, GL_SRC_COLOR }, 83 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 84}; 85 86// This array contains the swapped version of each SkXfermode. For instance 87// this array's SrcOver blending mode is actually DstOver. You can refer to 88// createLayer() for more information on the purpose of this array. 89static const Blender gBlendsSwap[] = { 90 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 91 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 92 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 93 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 94 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 95 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 96 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 97 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 98 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 99 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 100 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 101 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 102 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 103 { SkXfermode::kMultiply_Mode, GL_DST_COLOR, GL_ZERO }, 104 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 105}; 106 107/////////////////////////////////////////////////////////////////////////////// 108// Constructors/destructor 109/////////////////////////////////////////////////////////////////////////////// 110 111OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 112 mShader = NULL; 113 mColorFilter = NULL; 114 mHasShadow = false; 115 mHasDrawFilter = false; 116 117 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 118 119 mFirstSnapshot = new Snapshot; 120} 121 122OpenGLRenderer::~OpenGLRenderer() { 123 // The context has already been destroyed at this point, do not call 124 // GL APIs. All GL state should be kept in Caches.h 125} 126 127/////////////////////////////////////////////////////////////////////////////// 128// Debug 129/////////////////////////////////////////////////////////////////////////////// 130 131void OpenGLRenderer::startMark(const char* name) const { 132 mCaches.startMark(0, name); 133} 134 135void OpenGLRenderer::endMark() const { 136 mCaches.endMark(); 137} 138 139/////////////////////////////////////////////////////////////////////////////// 140// Setup 141/////////////////////////////////////////////////////////////////////////////// 142 143bool OpenGLRenderer::isDeferred() { 144 return false; 145} 146 147void OpenGLRenderer::setViewport(int width, int height) { 148 initViewport(width, height); 149 150 glDisable(GL_DITHER); 151 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 152 153 glEnableVertexAttribArray(Program::kBindingPosition); 154} 155 156void OpenGLRenderer::initViewport(int width, int height) { 157 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 158 159 mWidth = width; 160 mHeight = height; 161 162 mFirstSnapshot->height = height; 163 mFirstSnapshot->viewport.set(0, 0, width, height); 164} 165 166int OpenGLRenderer::prepare(bool opaque) { 167 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 168} 169 170int OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 171 mCaches.clearGarbage(); 172 173 mSnapshot = new Snapshot(mFirstSnapshot, 174 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 175 mSnapshot->fbo = getTargetFbo(); 176 mSaveCount = 1; 177 178 mSnapshot->setClip(left, top, right, bottom); 179 mDirtyClip = opaque; 180 181 updateLayers(); 182 183 // If we know that we are going to redraw the entire framebuffer, 184 // perform a discard to let the driver know we don't need to preserve 185 // the back buffer for this frame. 186 if (mCaches.extensions.hasDiscardFramebuffer() && 187 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 188 const GLenum attachments[] = { getTargetFbo() == 0 ? GL_COLOR_EXT : GL_COLOR_ATTACHMENT0 }; 189 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 190 } 191 192 syncState(); 193 194 mTilingSnapshot = mSnapshot; 195 startTiling(mTilingSnapshot, true); 196 197 debugOverdraw(true, true); 198 199 if (!opaque) { 200 mCaches.enableScissor(); 201 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 202 glClear(GL_COLOR_BUFFER_BIT); 203 return DrawGlInfo::kStatusDrew; 204 } else { 205 mCaches.resetScissor(); 206 } 207 208 return DrawGlInfo::kStatusDone; 209} 210 211void OpenGLRenderer::syncState() { 212 glViewport(0, 0, mWidth, mHeight); 213 214 if (mCaches.blend) { 215 glEnable(GL_BLEND); 216 } else { 217 glDisable(GL_BLEND); 218 } 219} 220 221void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 222 Rect* clip = mTilingSnapshot->clipRect; 223 if (s->flags & Snapshot::kFlagIsFboLayer) { 224 clip = s->clipRect; 225 } 226 227 mCaches.startTiling(clip->left, s->height - clip->bottom, 228 clip->right - clip->left, clip->bottom - clip->top, opaque); 229} 230 231void OpenGLRenderer::endTiling() { 232 mCaches.endTiling(); 233} 234 235void OpenGLRenderer::finish() { 236 renderOverdraw(); 237 endTiling(); 238 239 if (!suppressErrorChecks()) { 240#if DEBUG_OPENGL 241 GLenum status = GL_NO_ERROR; 242 while ((status = glGetError()) != GL_NO_ERROR) { 243 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 244 switch (status) { 245 case GL_INVALID_ENUM: 246 ALOGE(" GL_INVALID_ENUM"); 247 break; 248 case GL_INVALID_VALUE: 249 ALOGE(" GL_INVALID_VALUE"); 250 break; 251 case GL_INVALID_OPERATION: 252 ALOGE(" GL_INVALID_OPERATION"); 253 break; 254 case GL_OUT_OF_MEMORY: 255 ALOGE(" Out of memory!"); 256 break; 257 } 258 } 259#endif 260 261#if DEBUG_MEMORY_USAGE 262 mCaches.dumpMemoryUsage(); 263#else 264 if (mCaches.getDebugLevel() & kDebugMemory) { 265 mCaches.dumpMemoryUsage(); 266 } 267#endif 268 } 269} 270 271void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 272 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 273 if (clear) { 274 mCaches.disableScissor(); 275 mCaches.stencil.clear(); 276 } 277 if (enable) { 278 mCaches.stencil.enableDebugWrite(); 279 } else { 280 mCaches.stencil.disable(); 281 } 282 } 283} 284 285void OpenGLRenderer::renderOverdraw() { 286 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 287 const Rect* clip = mTilingSnapshot->clipRect; 288 289 mCaches.enableScissor(); 290 mCaches.setScissor(clip->left, mTilingSnapshot->height - clip->bottom, 291 clip->right - clip->left, clip->bottom - clip->top); 292 293 mCaches.stencil.enableDebugTest(2); 294 drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode); 295 mCaches.stencil.enableDebugTest(3); 296 drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode); 297 mCaches.stencil.enableDebugTest(4); 298 drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode); 299 mCaches.stencil.enableDebugTest(4, true); 300 drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode); 301 mCaches.stencil.disable(); 302 } 303} 304 305void OpenGLRenderer::interrupt() { 306 if (mCaches.currentProgram) { 307 if (mCaches.currentProgram->isInUse()) { 308 mCaches.currentProgram->remove(); 309 mCaches.currentProgram = NULL; 310 } 311 } 312 mCaches.unbindMeshBuffer(); 313 mCaches.unbindIndicesBuffer(); 314 mCaches.resetVertexPointers(); 315 mCaches.disbaleTexCoordsVertexArray(); 316 debugOverdraw(false, false); 317} 318 319void OpenGLRenderer::resume() { 320 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 321 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 322 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 323 debugOverdraw(true, false); 324 325 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 326 327 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 328 mCaches.enableScissor(); 329 mCaches.resetScissor(); 330 dirtyClip(); 331 332 mCaches.activeTexture(0); 333 334 mCaches.blend = true; 335 glEnable(GL_BLEND); 336 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 337 glBlendEquation(GL_FUNC_ADD); 338} 339 340void OpenGLRenderer::resumeAfterLayer() { 341 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 342 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 343 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 344 debugOverdraw(true, false); 345 346 mCaches.resetScissor(); 347 dirtyClip(); 348} 349 350void OpenGLRenderer::detachFunctor(Functor* functor) { 351 mFunctors.remove(functor); 352} 353 354void OpenGLRenderer::attachFunctor(Functor* functor) { 355 mFunctors.add(functor); 356} 357 358status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 359 status_t result = DrawGlInfo::kStatusDone; 360 size_t count = mFunctors.size(); 361 362 if (count > 0) { 363 SortedVector<Functor*> functors(mFunctors); 364 mFunctors.clear(); 365 366 DrawGlInfo info; 367 info.clipLeft = 0; 368 info.clipTop = 0; 369 info.clipRight = 0; 370 info.clipBottom = 0; 371 info.isLayer = false; 372 info.width = 0; 373 info.height = 0; 374 memset(info.transform, 0, sizeof(float) * 16); 375 376 for (size_t i = 0; i < count; i++) { 377 Functor* f = functors.itemAt(i); 378 result |= (*f)(DrawGlInfo::kModeProcess, &info); 379 380 if (result & DrawGlInfo::kStatusDraw) { 381 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 382 dirty.unionWith(localDirty); 383 } 384 385 if (result & DrawGlInfo::kStatusInvoke) { 386 mFunctors.add(f); 387 } 388 } 389 // protect against functors binding to other buffers 390 mCaches.unbindMeshBuffer(); 391 mCaches.unbindIndicesBuffer(); 392 mCaches.activeTexture(0); 393 } 394 395 return result; 396} 397 398status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 399 interrupt(); 400 detachFunctor(functor); 401 402 mCaches.enableScissor(); 403 if (mDirtyClip) { 404 setScissorFromClip(); 405 } 406 407 Rect clip(*mSnapshot->clipRect); 408 clip.snapToPixelBoundaries(); 409 410 // Since we don't know what the functor will draw, let's dirty 411 // tne entire clip region 412 if (hasLayer()) { 413 dirtyLayerUnchecked(clip, getRegion()); 414 } 415 416 DrawGlInfo info; 417 info.clipLeft = clip.left; 418 info.clipTop = clip.top; 419 info.clipRight = clip.right; 420 info.clipBottom = clip.bottom; 421 info.isLayer = hasLayer(); 422 info.width = getSnapshot()->viewport.getWidth(); 423 info.height = getSnapshot()->height; 424 getSnapshot()->transform->copyTo(&info.transform[0]); 425 426 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew; 427 428 if (result != DrawGlInfo::kStatusDone) { 429 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 430 dirty.unionWith(localDirty); 431 432 if (result & DrawGlInfo::kStatusInvoke) { 433 mFunctors.add(functor); 434 } 435 } 436 437 resume(); 438 return result; 439} 440 441/////////////////////////////////////////////////////////////////////////////// 442// Layers 443/////////////////////////////////////////////////////////////////////////////// 444 445bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 446 if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) { 447 OpenGLRenderer* renderer = layer->renderer; 448 Rect& dirty = layer->dirtyRect; 449 450 if (inFrame) { 451 endTiling(); 452 debugOverdraw(false, false); 453 } 454 455 renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight()); 456 renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend()); 457 renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren); 458 renderer->finish(); 459 460 if (inFrame) { 461 resumeAfterLayer(); 462 startTiling(mSnapshot); 463 } 464 465 dirty.setEmpty(); 466 layer->deferredUpdateScheduled = false; 467 layer->renderer = NULL; 468 layer->displayList = NULL; 469 470 return true; 471 } 472 473 return false; 474} 475 476void OpenGLRenderer::updateLayers() { 477 int count = mLayerUpdates.size(); 478 if (count > 0) { 479 startMark("Layer Updates"); 480 481 // Note: it is very important to update the layers in reverse order 482 for (int i = count - 1; i >= 0; i--) { 483 Layer* layer = mLayerUpdates.itemAt(i); 484 updateLayer(layer, false); 485 mCaches.resourceCache.decrementRefcount(layer); 486 } 487 mLayerUpdates.clear(); 488 489 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 490 endMark(); 491 } 492} 493 494void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 495 if (layer) { 496 mLayerUpdates.push_back(layer); 497 mCaches.resourceCache.incrementRefcount(layer); 498 } 499} 500 501void OpenGLRenderer::clearLayerUpdates() { 502 size_t count = mLayerUpdates.size(); 503 if (count > 0) { 504 mCaches.resourceCache.lock(); 505 for (size_t i = 0; i < count; i++) { 506 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 507 } 508 mCaches.resourceCache.unlock(); 509 mLayerUpdates.clear(); 510 } 511} 512 513/////////////////////////////////////////////////////////////////////////////// 514// State management 515/////////////////////////////////////////////////////////////////////////////// 516 517int OpenGLRenderer::getSaveCount() const { 518 return mSaveCount; 519} 520 521int OpenGLRenderer::save(int flags) { 522 return saveSnapshot(flags); 523} 524 525void OpenGLRenderer::restore() { 526 if (mSaveCount > 1) { 527 restoreSnapshot(); 528 } 529} 530 531void OpenGLRenderer::restoreToCount(int saveCount) { 532 if (saveCount < 1) saveCount = 1; 533 534 while (mSaveCount > saveCount) { 535 restoreSnapshot(); 536 } 537} 538 539int OpenGLRenderer::saveSnapshot(int flags) { 540 mSnapshot = new Snapshot(mSnapshot, flags); 541 return mSaveCount++; 542} 543 544bool OpenGLRenderer::restoreSnapshot() { 545 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 546 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 547 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 548 549 sp<Snapshot> current = mSnapshot; 550 sp<Snapshot> previous = mSnapshot->previous; 551 552 if (restoreOrtho) { 553 Rect& r = previous->viewport; 554 glViewport(r.left, r.top, r.right, r.bottom); 555 mOrthoMatrix.load(current->orthoMatrix); 556 } 557 558 mSaveCount--; 559 mSnapshot = previous; 560 561 if (restoreClip) { 562 dirtyClip(); 563 } 564 565 if (restoreLayer) { 566 composeLayer(current, previous); 567 } 568 569 return restoreClip; 570} 571 572/////////////////////////////////////////////////////////////////////////////// 573// Layers 574/////////////////////////////////////////////////////////////////////////////// 575 576int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 577 SkPaint* p, int flags) { 578 const GLuint previousFbo = mSnapshot->fbo; 579 const int count = saveSnapshot(flags); 580 581 if (!mSnapshot->isIgnored()) { 582 int alpha = 255; 583 SkXfermode::Mode mode; 584 585 if (p) { 586 alpha = p->getAlpha(); 587 mode = getXfermode(p->getXfermode()); 588 } else { 589 mode = SkXfermode::kSrcOver_Mode; 590 } 591 592 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 593 } 594 595 return count; 596} 597 598int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 599 int alpha, int flags) { 600 if (alpha >= 255) { 601 return saveLayer(left, top, right, bottom, NULL, flags); 602 } else { 603 SkPaint paint; 604 paint.setAlpha(alpha); 605 return saveLayer(left, top, right, bottom, &paint, flags); 606 } 607} 608 609/** 610 * Layers are viewed by Skia are slightly different than layers in image editing 611 * programs (for instance.) When a layer is created, previously created layers 612 * and the frame buffer still receive every drawing command. For instance, if a 613 * layer is created and a shape intersecting the bounds of the layers and the 614 * framebuffer is draw, the shape will be drawn on both (unless the layer was 615 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 616 * 617 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 618 * texture. Unfortunately, this is inefficient as it requires every primitive to 619 * be drawn n + 1 times, where n is the number of active layers. In practice this 620 * means, for every primitive: 621 * - Switch active frame buffer 622 * - Change viewport, clip and projection matrix 623 * - Issue the drawing 624 * 625 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 626 * To avoid this, layers are implemented in a different way here, at least in the 627 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 628 * is set. When this flag is set we can redirect all drawing operations into a 629 * single FBO. 630 * 631 * This implementation relies on the frame buffer being at least RGBA 8888. When 632 * a layer is created, only a texture is created, not an FBO. The content of the 633 * frame buffer contained within the layer's bounds is copied into this texture 634 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 635 * buffer and drawing continues as normal. This technique therefore treats the 636 * frame buffer as a scratch buffer for the layers. 637 * 638 * To compose the layers back onto the frame buffer, each layer texture 639 * (containing the original frame buffer data) is drawn as a simple quad over 640 * the frame buffer. The trick is that the quad is set as the composition 641 * destination in the blending equation, and the frame buffer becomes the source 642 * of the composition. 643 * 644 * Drawing layers with an alpha value requires an extra step before composition. 645 * An empty quad is drawn over the layer's region in the frame buffer. This quad 646 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 647 * quad is used to multiply the colors in the frame buffer. This is achieved by 648 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 649 * GL_ZERO, GL_SRC_ALPHA. 650 * 651 * Because glCopyTexImage2D() can be slow, an alternative implementation might 652 * be use to draw a single clipped layer. The implementation described above 653 * is correct in every case. 654 * 655 * (1) The frame buffer is actually not cleared right away. To allow the GPU 656 * to potentially optimize series of calls to glCopyTexImage2D, the frame 657 * buffer is left untouched until the first drawing operation. Only when 658 * something actually gets drawn are the layers regions cleared. 659 */ 660bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 661 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 662 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 663 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 664 665 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 666 667 // Window coordinates of the layer 668 Rect clip; 669 Rect bounds(left, top, right, bottom); 670 Rect untransformedBounds(bounds); 671 mSnapshot->transform->mapRect(bounds); 672 673 // Layers only make sense if they are in the framebuffer's bounds 674 if (bounds.intersect(*mSnapshot->clipRect)) { 675 // We cannot work with sub-pixels in this case 676 bounds.snapToPixelBoundaries(); 677 678 // When the layer is not an FBO, we may use glCopyTexImage so we 679 // need to make sure the layer does not extend outside the bounds 680 // of the framebuffer 681 if (!bounds.intersect(mSnapshot->previous->viewport)) { 682 bounds.setEmpty(); 683 } else if (fboLayer) { 684 clip.set(bounds); 685 mat4 inverse; 686 inverse.loadInverse(*mSnapshot->transform); 687 inverse.mapRect(clip); 688 clip.snapToPixelBoundaries(); 689 if (clip.intersect(untransformedBounds)) { 690 clip.translate(-left, -top); 691 bounds.set(untransformedBounds); 692 } else { 693 clip.setEmpty(); 694 } 695 } 696 } else { 697 bounds.setEmpty(); 698 } 699 700 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 701 bounds.getHeight() > mCaches.maxTextureSize || 702 (fboLayer && clip.isEmpty())) { 703 mSnapshot->empty = fboLayer; 704 } else { 705 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 706 } 707 708 // Bail out if we won't draw in this snapshot 709 if (mSnapshot->invisible || mSnapshot->empty) { 710 return false; 711 } 712 713 mCaches.activeTexture(0); 714 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 715 if (!layer) { 716 return false; 717 } 718 719 layer->setAlpha(alpha, mode); 720 layer->layer.set(bounds); 721 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 722 bounds.getWidth() / float(layer->getWidth()), 0.0f); 723 layer->setColorFilter(mColorFilter); 724 layer->setBlend(true); 725 726 // Save the layer in the snapshot 727 mSnapshot->flags |= Snapshot::kFlagIsLayer; 728 mSnapshot->layer = layer; 729 730 if (fboLayer) { 731 return createFboLayer(layer, bounds, clip, previousFbo); 732 } else { 733 // Copy the framebuffer into the layer 734 layer->bindTexture(); 735 if (!bounds.isEmpty()) { 736 if (layer->isEmpty()) { 737 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 738 bounds.left, mSnapshot->height - bounds.bottom, 739 layer->getWidth(), layer->getHeight(), 0); 740 layer->setEmpty(false); 741 } else { 742 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 743 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 744 } 745 746 // Enqueue the buffer coordinates to clear the corresponding region later 747 mLayers.push(new Rect(bounds)); 748 } 749 } 750 751 return true; 752} 753 754bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 755 layer->setFbo(mCaches.fboCache.get()); 756 757 mSnapshot->region = &mSnapshot->layer->region; 758 mSnapshot->flags |= Snapshot::kFlagFboTarget; 759 760 mSnapshot->flags |= Snapshot::kFlagIsFboLayer; 761 mSnapshot->fbo = layer->getFbo(); 762 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 763 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 764 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 765 mSnapshot->height = bounds.getHeight(); 766 mSnapshot->flags |= Snapshot::kFlagDirtyOrtho; 767 mSnapshot->orthoMatrix.load(mOrthoMatrix); 768 769 endTiling(); 770 debugOverdraw(false, false); 771 // Bind texture to FBO 772 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 773 layer->bindTexture(); 774 775 // Initialize the texture if needed 776 if (layer->isEmpty()) { 777 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 778 layer->setEmpty(false); 779 } 780 781 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 782 layer->getTexture(), 0); 783 784 startTiling(mSnapshot); 785 786 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 787 mCaches.enableScissor(); 788 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 789 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 790 glClear(GL_COLOR_BUFFER_BIT); 791 792 dirtyClip(); 793 794 // Change the ortho projection 795 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 796 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 797 798 return true; 799} 800 801/** 802 * Read the documentation of createLayer() before doing anything in this method. 803 */ 804void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 805 if (!current->layer) { 806 ALOGE("Attempting to compose a layer that does not exist"); 807 return; 808 } 809 810 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 811 812 if (fboLayer) { 813 endTiling(); 814 815 // Detach the texture from the FBO 816 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 817 // Unbind current FBO and restore previous one 818 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 819 debugOverdraw(true, false); 820 821 startTiling(previous); 822 } 823 824 Layer* layer = current->layer; 825 const Rect& rect = layer->layer; 826 827 if (!fboLayer && layer->getAlpha() < 255) { 828 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 829 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 830 // Required below, composeLayerRect() will divide by 255 831 layer->setAlpha(255); 832 } 833 834 mCaches.unbindMeshBuffer(); 835 836 mCaches.activeTexture(0); 837 838 // When the layer is stored in an FBO, we can save a bit of fillrate by 839 // drawing only the dirty region 840 if (fboLayer) { 841 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 842 if (layer->getColorFilter()) { 843 setupColorFilter(layer->getColorFilter()); 844 } 845 composeLayerRegion(layer, rect); 846 if (layer->getColorFilter()) { 847 resetColorFilter(); 848 } 849 } else if (!rect.isEmpty()) { 850 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 851 composeLayerRect(layer, rect, true); 852 } 853 854 if (fboLayer) { 855 // Note: No need to use glDiscardFramebufferEXT() since we never 856 // create/compose layers that are not on screen with this 857 // code path 858 // See LayerRenderer::destroyLayer(Layer*) 859 860 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 861 mCaches.fboCache.put(current->fbo); 862 layer->setFbo(0); 863 } 864 865 dirtyClip(); 866 867 // Failing to add the layer to the cache should happen only if the layer is too large 868 if (!mCaches.layerCache.put(layer)) { 869 LAYER_LOGD("Deleting layer"); 870 Caches::getInstance().resourceCache.decrementRefcount(layer); 871 } 872} 873 874void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 875 float alpha = layer->getAlpha() / 255.0f; 876 877 mat4& transform = layer->getTransform(); 878 if (!transform.isIdentity()) { 879 save(0); 880 mSnapshot->transform->multiply(transform); 881 } 882 883 setupDraw(); 884 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 885 setupDrawWithTexture(); 886 } else { 887 setupDrawWithExternalTexture(); 888 } 889 setupDrawTextureTransform(); 890 setupDrawColor(alpha, alpha, alpha, alpha); 891 setupDrawColorFilter(); 892 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 893 setupDrawProgram(); 894 setupDrawPureColorUniforms(); 895 setupDrawColorFilterUniforms(); 896 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 897 setupDrawTexture(layer->getTexture()); 898 } else { 899 setupDrawExternalTexture(layer->getTexture()); 900 } 901 if (mSnapshot->transform->isPureTranslate() && 902 layer->getWidth() == (uint32_t) rect.getWidth() && 903 layer->getHeight() == (uint32_t) rect.getHeight()) { 904 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 905 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 906 907 layer->setFilter(GL_NEAREST); 908 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 909 } else { 910 layer->setFilter(GL_LINEAR); 911 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 912 } 913 setupDrawTextureTransformUniforms(layer->getTexTransform()); 914 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 915 916 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 917 918 finishDrawTexture(); 919 920 if (!transform.isIdentity()) { 921 restore(); 922 } 923} 924 925void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 926 if (!layer->isTextureLayer()) { 927 const Rect& texCoords = layer->texCoords; 928 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 929 texCoords.right, texCoords.bottom); 930 931 float x = rect.left; 932 float y = rect.top; 933 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 934 layer->getWidth() == (uint32_t) rect.getWidth() && 935 layer->getHeight() == (uint32_t) rect.getHeight(); 936 937 if (simpleTransform) { 938 // When we're swapping, the layer is already in screen coordinates 939 if (!swap) { 940 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 941 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 942 } 943 944 layer->setFilter(GL_NEAREST, true); 945 } else { 946 layer->setFilter(GL_LINEAR, true); 947 } 948 949 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 950 layer->getTexture(), layer->getAlpha() / 255.0f, 951 layer->getMode(), layer->isBlend(), 952 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 953 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 954 955 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 956 } else { 957 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 958 drawTextureLayer(layer, rect); 959 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 960 } 961} 962 963void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 964 if (layer->region.isRect()) { 965 layer->setRegionAsRect(); 966 967 composeLayerRect(layer, layer->regionRect); 968 969 layer->region.clear(); 970 return; 971 } 972 973 // TODO: See LayerRenderer.cpp::generateMesh() for important 974 // information about this implementation 975 if (CC_LIKELY(!layer->region.isEmpty())) { 976 size_t count; 977 const android::Rect* rects = layer->region.getArray(&count); 978 979 const float alpha = layer->getAlpha() / 255.0f; 980 const float texX = 1.0f / float(layer->getWidth()); 981 const float texY = 1.0f / float(layer->getHeight()); 982 const float height = rect.getHeight(); 983 984 TextureVertex* mesh = mCaches.getRegionMesh(); 985 GLsizei numQuads = 0; 986 987 setupDraw(); 988 setupDrawWithTexture(); 989 setupDrawColor(alpha, alpha, alpha, alpha); 990 setupDrawColorFilter(); 991 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 992 setupDrawProgram(); 993 setupDrawDirtyRegionsDisabled(); 994 setupDrawPureColorUniforms(); 995 setupDrawColorFilterUniforms(); 996 setupDrawTexture(layer->getTexture()); 997 if (mSnapshot->transform->isPureTranslate()) { 998 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 999 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 1000 1001 layer->setFilter(GL_NEAREST); 1002 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1003 } else { 1004 layer->setFilter(GL_LINEAR); 1005 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1006 } 1007 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 1008 1009 for (size_t i = 0; i < count; i++) { 1010 const android::Rect* r = &rects[i]; 1011 1012 const float u1 = r->left * texX; 1013 const float v1 = (height - r->top) * texY; 1014 const float u2 = r->right * texX; 1015 const float v2 = (height - r->bottom) * texY; 1016 1017 // TODO: Reject quads outside of the clip 1018 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1019 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1020 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1021 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1022 1023 numQuads++; 1024 1025 if (numQuads >= REGION_MESH_QUAD_COUNT) { 1026 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 1027 numQuads = 0; 1028 mesh = mCaches.getRegionMesh(); 1029 } 1030 } 1031 1032 if (numQuads > 0) { 1033 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 1034 } 1035 1036 finishDrawTexture(); 1037 1038#if DEBUG_LAYERS_AS_REGIONS 1039 drawRegionRects(layer->region); 1040#endif 1041 1042 layer->region.clear(); 1043 } 1044} 1045 1046void OpenGLRenderer::drawRegionRects(const Region& region) { 1047#if DEBUG_LAYERS_AS_REGIONS 1048 size_t count; 1049 const android::Rect* rects = region.getArray(&count); 1050 1051 uint32_t colors[] = { 1052 0x7fff0000, 0x7f00ff00, 1053 0x7f0000ff, 0x7fff00ff, 1054 }; 1055 1056 int offset = 0; 1057 int32_t top = rects[0].top; 1058 1059 for (size_t i = 0; i < count; i++) { 1060 if (top != rects[i].top) { 1061 offset ^= 0x2; 1062 top = rects[i].top; 1063 } 1064 1065 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1066 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1067 SkXfermode::kSrcOver_Mode); 1068 } 1069#endif 1070} 1071 1072void OpenGLRenderer::dirtyLayer(const float left, const float top, 1073 const float right, const float bottom, const mat4 transform) { 1074 if (hasLayer()) { 1075 Rect bounds(left, top, right, bottom); 1076 transform.mapRect(bounds); 1077 dirtyLayerUnchecked(bounds, getRegion()); 1078 } 1079} 1080 1081void OpenGLRenderer::dirtyLayer(const float left, const float top, 1082 const float right, const float bottom) { 1083 if (hasLayer()) { 1084 Rect bounds(left, top, right, bottom); 1085 dirtyLayerUnchecked(bounds, getRegion()); 1086 } 1087} 1088 1089void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1090 if (bounds.intersect(*mSnapshot->clipRect)) { 1091 bounds.snapToPixelBoundaries(); 1092 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1093 if (!dirty.isEmpty()) { 1094 region->orSelf(dirty); 1095 } 1096 } 1097} 1098 1099void OpenGLRenderer::clearLayerRegions() { 1100 const size_t count = mLayers.size(); 1101 if (count == 0) return; 1102 1103 if (!mSnapshot->isIgnored()) { 1104 // Doing several glScissor/glClear here can negatively impact 1105 // GPUs with a tiler architecture, instead we draw quads with 1106 // the Clear blending mode 1107 1108 // The list contains bounds that have already been clipped 1109 // against their initial clip rect, and the current clip 1110 // is likely different so we need to disable clipping here 1111 bool scissorChanged = mCaches.disableScissor(); 1112 1113 Vertex mesh[count * 6]; 1114 Vertex* vertex = mesh; 1115 1116 for (uint32_t i = 0; i < count; i++) { 1117 Rect* bounds = mLayers.itemAt(i); 1118 1119 Vertex::set(vertex++, bounds->left, bounds->bottom); 1120 Vertex::set(vertex++, bounds->left, bounds->top); 1121 Vertex::set(vertex++, bounds->right, bounds->top); 1122 Vertex::set(vertex++, bounds->left, bounds->bottom); 1123 Vertex::set(vertex++, bounds->right, bounds->top); 1124 Vertex::set(vertex++, bounds->right, bounds->bottom); 1125 1126 delete bounds; 1127 } 1128 1129 setupDraw(false); 1130 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1131 setupDrawBlending(true, SkXfermode::kClear_Mode); 1132 setupDrawProgram(); 1133 setupDrawPureColorUniforms(); 1134 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1135 setupDrawVertices(&mesh[0].position[0]); 1136 1137 glDrawArrays(GL_TRIANGLES, 0, count * 6); 1138 1139 if (scissorChanged) mCaches.enableScissor(); 1140 } else { 1141 for (uint32_t i = 0; i < count; i++) { 1142 delete mLayers.itemAt(i); 1143 } 1144 } 1145 1146 mLayers.clear(); 1147} 1148 1149/////////////////////////////////////////////////////////////////////////////// 1150// Transforms 1151/////////////////////////////////////////////////////////////////////////////// 1152 1153void OpenGLRenderer::translate(float dx, float dy) { 1154 mSnapshot->transform->translate(dx, dy, 0.0f); 1155} 1156 1157void OpenGLRenderer::rotate(float degrees) { 1158 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 1159} 1160 1161void OpenGLRenderer::scale(float sx, float sy) { 1162 mSnapshot->transform->scale(sx, sy, 1.0f); 1163} 1164 1165void OpenGLRenderer::skew(float sx, float sy) { 1166 mSnapshot->transform->skew(sx, sy); 1167} 1168 1169void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1170 if (matrix) { 1171 mSnapshot->transform->load(*matrix); 1172 } else { 1173 mSnapshot->transform->loadIdentity(); 1174 } 1175} 1176 1177void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1178 mSnapshot->transform->copyTo(*matrix); 1179} 1180 1181void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1182 SkMatrix transform; 1183 mSnapshot->transform->copyTo(transform); 1184 transform.preConcat(*matrix); 1185 mSnapshot->transform->load(transform); 1186} 1187 1188/////////////////////////////////////////////////////////////////////////////// 1189// Clipping 1190/////////////////////////////////////////////////////////////////////////////// 1191 1192void OpenGLRenderer::setScissorFromClip() { 1193 Rect clip(*mSnapshot->clipRect); 1194 clip.snapToPixelBoundaries(); 1195 1196 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1197 clip.getWidth(), clip.getHeight())) { 1198 mDirtyClip = false; 1199 } 1200} 1201 1202const Rect& OpenGLRenderer::getClipBounds() { 1203 return mSnapshot->getLocalClip(); 1204} 1205 1206bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) { 1207 if (mSnapshot->isIgnored()) { 1208 return true; 1209 } 1210 1211 Rect r(left, top, right, bottom); 1212 mSnapshot->transform->mapRect(r); 1213 r.snapToPixelBoundaries(); 1214 1215 Rect clipRect(*mSnapshot->clipRect); 1216 clipRect.snapToPixelBoundaries(); 1217 1218 return !clipRect.intersects(r); 1219} 1220 1221bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1222 Rect& transformed, Rect& clip) { 1223 if (mSnapshot->isIgnored()) { 1224 return true; 1225 } 1226 1227 transformed.set(left, top, right, bottom); 1228 mSnapshot->transform->mapRect(transformed); 1229 transformed.snapToPixelBoundaries(); 1230 1231 clip.set(*mSnapshot->clipRect); 1232 clip.snapToPixelBoundaries(); 1233 1234 return !clip.intersects(transformed); 1235} 1236 1237bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1238 if (mSnapshot->isIgnored()) { 1239 return true; 1240 } 1241 1242 Rect r(left, top, right, bottom); 1243 mSnapshot->transform->mapRect(r); 1244 r.snapToPixelBoundaries(); 1245 1246 Rect clipRect(*mSnapshot->clipRect); 1247 clipRect.snapToPixelBoundaries(); 1248 1249 bool rejected = !clipRect.intersects(r); 1250 if (!isDeferred() && !rejected) { 1251 mCaches.setScissorEnabled(!clipRect.contains(r)); 1252 } 1253 1254 return rejected; 1255} 1256 1257bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1258 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1259 if (clipped) { 1260 dirtyClip(); 1261 } 1262 return !mSnapshot->clipRect->isEmpty(); 1263} 1264 1265Rect* OpenGLRenderer::getClipRect() { 1266 return mSnapshot->clipRect; 1267} 1268 1269/////////////////////////////////////////////////////////////////////////////// 1270// Drawing commands 1271/////////////////////////////////////////////////////////////////////////////// 1272 1273void OpenGLRenderer::setupDraw(bool clear) { 1274 // TODO: It would be best if we could do this before quickReject() 1275 // changes the scissor test state 1276 if (clear) clearLayerRegions(); 1277 if (mDirtyClip) { 1278 setScissorFromClip(); 1279 } 1280 mDescription.reset(); 1281 mSetShaderColor = false; 1282 mColorSet = false; 1283 mColorA = mColorR = mColorG = mColorB = 0.0f; 1284 mTextureUnit = 0; 1285 mTrackDirtyRegions = true; 1286} 1287 1288void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1289 mDescription.hasTexture = true; 1290 mDescription.hasAlpha8Texture = isAlpha8; 1291} 1292 1293void OpenGLRenderer::setupDrawWithExternalTexture() { 1294 mDescription.hasExternalTexture = true; 1295} 1296 1297void OpenGLRenderer::setupDrawNoTexture() { 1298 mCaches.disbaleTexCoordsVertexArray(); 1299} 1300 1301void OpenGLRenderer::setupDrawAA() { 1302 mDescription.isAA = true; 1303} 1304 1305void OpenGLRenderer::setupDrawVertexShape() { 1306 mDescription.isVertexShape = true; 1307} 1308 1309void OpenGLRenderer::setupDrawPoint(float pointSize) { 1310 mDescription.isPoint = true; 1311 mDescription.pointSize = pointSize; 1312} 1313 1314void OpenGLRenderer::setupDrawColor(int color) { 1315 setupDrawColor(color, (color >> 24) & 0xFF); 1316} 1317 1318void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1319 mColorA = alpha / 255.0f; 1320 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1321 // the rgb values by a instead of also dividing by 255 1322 const float a = mColorA / 255.0f; 1323 mColorR = a * ((color >> 16) & 0xFF); 1324 mColorG = a * ((color >> 8) & 0xFF); 1325 mColorB = a * ((color ) & 0xFF); 1326 mColorSet = true; 1327 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1328} 1329 1330void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1331 mColorA = alpha / 255.0f; 1332 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1333 // the rgb values by a instead of also dividing by 255 1334 const float a = mColorA / 255.0f; 1335 mColorR = a * ((color >> 16) & 0xFF); 1336 mColorG = a * ((color >> 8) & 0xFF); 1337 mColorB = a * ((color ) & 0xFF); 1338 mColorSet = true; 1339 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1340} 1341 1342void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1343 mCaches.fontRenderer->describe(mDescription, paint); 1344} 1345 1346void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1347 mColorA = a; 1348 mColorR = r; 1349 mColorG = g; 1350 mColorB = b; 1351 mColorSet = true; 1352 mSetShaderColor = mDescription.setColor(r, g, b, a); 1353} 1354 1355void OpenGLRenderer::setupDrawShader() { 1356 if (mShader) { 1357 mShader->describe(mDescription, mCaches.extensions); 1358 } 1359} 1360 1361void OpenGLRenderer::setupDrawColorFilter() { 1362 if (mColorFilter) { 1363 mColorFilter->describe(mDescription, mCaches.extensions); 1364 } 1365} 1366 1367void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1368 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1369 mColorA = 1.0f; 1370 mColorR = mColorG = mColorB = 0.0f; 1371 mSetShaderColor = mDescription.modulate = true; 1372 } 1373} 1374 1375void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1376 // When the blending mode is kClear_Mode, we need to use a modulate color 1377 // argb=1,0,0,0 1378 accountForClear(mode); 1379 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1380 mDescription, swapSrcDst); 1381} 1382 1383void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1384 // When the blending mode is kClear_Mode, we need to use a modulate color 1385 // argb=1,0,0,0 1386 accountForClear(mode); 1387 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1388 mDescription, swapSrcDst); 1389} 1390 1391void OpenGLRenderer::setupDrawProgram() { 1392 useProgram(mCaches.programCache.get(mDescription)); 1393} 1394 1395void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1396 mTrackDirtyRegions = false; 1397} 1398 1399void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1400 bool ignoreTransform) { 1401 mModelView.loadTranslate(left, top, 0.0f); 1402 if (!ignoreTransform) { 1403 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1404 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1405 } else { 1406 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1407 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1408 } 1409} 1410 1411void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1412 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1413} 1414 1415void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1416 bool ignoreTransform, bool ignoreModelView) { 1417 if (!ignoreModelView) { 1418 mModelView.loadTranslate(left, top, 0.0f); 1419 mModelView.scale(right - left, bottom - top, 1.0f); 1420 } else { 1421 mModelView.loadIdentity(); 1422 } 1423 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1424 if (!ignoreTransform) { 1425 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1426 if (mTrackDirtyRegions && dirty) { 1427 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1428 } 1429 } else { 1430 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1431 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1432 } 1433} 1434 1435void OpenGLRenderer::setupDrawPointUniforms() { 1436 int slot = mCaches.currentProgram->getUniform("pointSize"); 1437 glUniform1f(slot, mDescription.pointSize); 1438} 1439 1440void OpenGLRenderer::setupDrawColorUniforms() { 1441 if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) { 1442 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1443 } 1444} 1445 1446void OpenGLRenderer::setupDrawPureColorUniforms() { 1447 if (mSetShaderColor) { 1448 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1449 } 1450} 1451 1452void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1453 if (mShader) { 1454 if (ignoreTransform) { 1455 mModelView.loadInverse(*mSnapshot->transform); 1456 } 1457 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1458 } 1459} 1460 1461void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1462 if (mShader) { 1463 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1464 } 1465} 1466 1467void OpenGLRenderer::setupDrawColorFilterUniforms() { 1468 if (mColorFilter) { 1469 mColorFilter->setupProgram(mCaches.currentProgram); 1470 } 1471} 1472 1473void OpenGLRenderer::setupDrawTextGammaUniforms() { 1474 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1475} 1476 1477void OpenGLRenderer::setupDrawSimpleMesh() { 1478 bool force = mCaches.bindMeshBuffer(); 1479 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0); 1480 mCaches.unbindIndicesBuffer(); 1481} 1482 1483void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1484 bindTexture(texture); 1485 mTextureUnit++; 1486 mCaches.enableTexCoordsVertexArray(); 1487} 1488 1489void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1490 bindExternalTexture(texture); 1491 mTextureUnit++; 1492 mCaches.enableTexCoordsVertexArray(); 1493} 1494 1495void OpenGLRenderer::setupDrawTextureTransform() { 1496 mDescription.hasTextureTransform = true; 1497} 1498 1499void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1500 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1501 GL_FALSE, &transform.data[0]); 1502} 1503 1504void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1505 bool force = false; 1506 if (!vertices) { 1507 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1508 } else { 1509 force = mCaches.unbindMeshBuffer(); 1510 } 1511 1512 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1513 if (mCaches.currentProgram->texCoords >= 0) { 1514 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1515 } 1516 1517 mCaches.unbindIndicesBuffer(); 1518} 1519 1520void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1521 bool force = mCaches.unbindMeshBuffer(); 1522 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1523 if (mCaches.currentProgram->texCoords >= 0) { 1524 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1525 } 1526} 1527 1528void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1529 bool force = mCaches.unbindMeshBuffer(); 1530 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1531 vertices, gVertexStride); 1532 mCaches.unbindIndicesBuffer(); 1533} 1534 1535/** 1536 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1537 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1538 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1539 * attributes (one per vertex) are values from zero to one that tells the fragment 1540 * shader where the fragment is in relation to the line width/length overall; these values are 1541 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1542 * region of the line. 1543 * Note that we only pass down the width values in this setup function. The length coordinates 1544 * are set up for each individual segment. 1545 */ 1546void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1547 GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) { 1548 bool force = mCaches.unbindMeshBuffer(); 1549 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1550 vertices, gAAVertexStride); 1551 mCaches.resetTexCoordsVertexPointer(); 1552 mCaches.unbindIndicesBuffer(); 1553 1554 widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1555 glEnableVertexAttribArray(widthSlot); 1556 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1557 1558 lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1559 glEnableVertexAttribArray(lengthSlot); 1560 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1561 1562 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1563 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1564} 1565 1566void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) { 1567 glDisableVertexAttribArray(widthSlot); 1568 glDisableVertexAttribArray(lengthSlot); 1569} 1570 1571void OpenGLRenderer::finishDrawTexture() { 1572} 1573 1574/////////////////////////////////////////////////////////////////////////////// 1575// Drawing 1576/////////////////////////////////////////////////////////////////////////////// 1577 1578status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, 1579 Rect& dirty, int32_t flags, uint32_t level) { 1580 1581 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1582 // will be performed by the display list itself 1583 if (displayList && displayList->isRenderable()) { 1584 return displayList->replay(*this, dirty, flags, level); 1585 } 1586 1587 return DrawGlInfo::kStatusDone; 1588} 1589 1590void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1591 if (displayList) { 1592 displayList->output(*this, level); 1593 } 1594} 1595 1596void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1597 int alpha; 1598 SkXfermode::Mode mode; 1599 getAlphaAndMode(paint, &alpha, &mode); 1600 1601 float x = left; 1602 float y = top; 1603 1604 GLenum filter = GL_LINEAR; 1605 bool ignoreTransform = false; 1606 if (mSnapshot->transform->isPureTranslate()) { 1607 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1608 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1609 ignoreTransform = true; 1610 filter = GL_NEAREST; 1611 } else { 1612 filter = FILTER(paint); 1613 } 1614 1615 setupDraw(); 1616 setupDrawWithTexture(true); 1617 if (paint) { 1618 setupDrawAlpha8Color(paint->getColor(), alpha); 1619 } 1620 setupDrawColorFilter(); 1621 setupDrawShader(); 1622 setupDrawBlending(true, mode); 1623 setupDrawProgram(); 1624 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1625 1626 setupDrawTexture(texture->id); 1627 texture->setWrap(GL_CLAMP_TO_EDGE); 1628 texture->setFilter(filter); 1629 1630 setupDrawPureColorUniforms(); 1631 setupDrawColorFilterUniforms(); 1632 setupDrawShaderUniforms(); 1633 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1634 1635 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1636 1637 finishDrawTexture(); 1638} 1639 1640status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1641 const float right = left + bitmap->width(); 1642 const float bottom = top + bitmap->height(); 1643 1644 if (quickReject(left, top, right, bottom)) { 1645 return DrawGlInfo::kStatusDone; 1646 } 1647 1648 mCaches.activeTexture(0); 1649 Texture* texture = mCaches.textureCache.get(bitmap); 1650 if (!texture) return DrawGlInfo::kStatusDone; 1651 const AutoTexture autoCleanup(texture); 1652 1653 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1654 drawAlphaBitmap(texture, left, top, paint); 1655 } else { 1656 drawTextureRect(left, top, right, bottom, texture, paint); 1657 } 1658 1659 return DrawGlInfo::kStatusDrew; 1660} 1661 1662status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1663 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1664 const mat4 transform(*matrix); 1665 transform.mapRect(r); 1666 1667 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1668 return DrawGlInfo::kStatusDone; 1669 } 1670 1671 mCaches.activeTexture(0); 1672 Texture* texture = mCaches.textureCache.get(bitmap); 1673 if (!texture) return DrawGlInfo::kStatusDone; 1674 const AutoTexture autoCleanup(texture); 1675 1676 // This could be done in a cheaper way, all we need is pass the matrix 1677 // to the vertex shader. The save/restore is a bit overkill. 1678 save(SkCanvas::kMatrix_SaveFlag); 1679 concatMatrix(matrix); 1680 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1681 restore(); 1682 1683 return DrawGlInfo::kStatusDrew; 1684} 1685 1686status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1687 const float right = left + bitmap->width(); 1688 const float bottom = top + bitmap->height(); 1689 1690 if (quickReject(left, top, right, bottom)) { 1691 return DrawGlInfo::kStatusDone; 1692 } 1693 1694 mCaches.activeTexture(0); 1695 Texture* texture = mCaches.textureCache.getTransient(bitmap); 1696 const AutoTexture autoCleanup(texture); 1697 1698 drawTextureRect(left, top, right, bottom, texture, paint); 1699 1700 return DrawGlInfo::kStatusDrew; 1701} 1702 1703status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1704 float* vertices, int* colors, SkPaint* paint) { 1705 // TODO: Do a quickReject 1706 if (!vertices || mSnapshot->isIgnored()) { 1707 return DrawGlInfo::kStatusDone; 1708 } 1709 1710 mCaches.activeTexture(0); 1711 Texture* texture = mCaches.textureCache.get(bitmap); 1712 if (!texture) return DrawGlInfo::kStatusDone; 1713 const AutoTexture autoCleanup(texture); 1714 1715 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1716 texture->setFilter(FILTER(paint), true); 1717 1718 int alpha; 1719 SkXfermode::Mode mode; 1720 getAlphaAndMode(paint, &alpha, &mode); 1721 1722 const uint32_t count = meshWidth * meshHeight * 6; 1723 1724 float left = FLT_MAX; 1725 float top = FLT_MAX; 1726 float right = FLT_MIN; 1727 float bottom = FLT_MIN; 1728 1729 const bool hasActiveLayer = hasLayer(); 1730 1731 // TODO: Support the colors array 1732 TextureVertex mesh[count]; 1733 TextureVertex* vertex = mesh; 1734 for (int32_t y = 0; y < meshHeight; y++) { 1735 for (int32_t x = 0; x < meshWidth; x++) { 1736 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1737 1738 float u1 = float(x) / meshWidth; 1739 float u2 = float(x + 1) / meshWidth; 1740 float v1 = float(y) / meshHeight; 1741 float v2 = float(y + 1) / meshHeight; 1742 1743 int ax = i + (meshWidth + 1) * 2; 1744 int ay = ax + 1; 1745 int bx = i; 1746 int by = bx + 1; 1747 int cx = i + 2; 1748 int cy = cx + 1; 1749 int dx = i + (meshWidth + 1) * 2 + 2; 1750 int dy = dx + 1; 1751 1752 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1753 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1754 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1755 1756 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1757 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1758 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1759 1760 if (hasActiveLayer) { 1761 // TODO: This could be optimized to avoid unnecessary ops 1762 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1763 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1764 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1765 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1766 } 1767 } 1768 } 1769 1770 if (hasActiveLayer) { 1771 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1772 } 1773 1774 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1775 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1776 GL_TRIANGLES, count, false, false, 0, false, false); 1777 1778 return DrawGlInfo::kStatusDrew; 1779} 1780 1781status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1782 float srcLeft, float srcTop, float srcRight, float srcBottom, 1783 float dstLeft, float dstTop, float dstRight, float dstBottom, 1784 SkPaint* paint) { 1785 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1786 return DrawGlInfo::kStatusDone; 1787 } 1788 1789 mCaches.activeTexture(0); 1790 Texture* texture = mCaches.textureCache.get(bitmap); 1791 if (!texture) return DrawGlInfo::kStatusDone; 1792 const AutoTexture autoCleanup(texture); 1793 1794 const float width = texture->width; 1795 const float height = texture->height; 1796 1797 const float u1 = fmax(0.0f, srcLeft / width); 1798 const float v1 = fmax(0.0f, srcTop / height); 1799 const float u2 = fmin(1.0f, srcRight / width); 1800 const float v2 = fmin(1.0f, srcBottom / height); 1801 1802 mCaches.unbindMeshBuffer(); 1803 resetDrawTextureTexCoords(u1, v1, u2, v2); 1804 1805 int alpha; 1806 SkXfermode::Mode mode; 1807 getAlphaAndMode(paint, &alpha, &mode); 1808 1809 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1810 1811 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 1812 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1813 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1814 1815 GLenum filter = GL_NEAREST; 1816 // Enable linear filtering if the source rectangle is scaled 1817 if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) { 1818 filter = FILTER(paint); 1819 } 1820 1821 texture->setFilter(filter, true); 1822 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1823 texture->id, alpha / 255.0f, mode, texture->blend, 1824 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1825 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1826 } else { 1827 texture->setFilter(FILTER(paint), true); 1828 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1829 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1830 GL_TRIANGLE_STRIP, gMeshCount); 1831 } 1832 1833 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1834 1835 return DrawGlInfo::kStatusDrew; 1836} 1837 1838status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1839 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1840 float left, float top, float right, float bottom, SkPaint* paint) { 1841 int alpha; 1842 SkXfermode::Mode mode; 1843 getAlphaAndModeDirect(paint, &alpha, &mode); 1844 1845 return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors, 1846 left, top, right, bottom, alpha, mode); 1847} 1848 1849status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1850 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1851 float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) { 1852 if (quickReject(left, top, right, bottom)) { 1853 return DrawGlInfo::kStatusDone; 1854 } 1855 1856 alpha *= mSnapshot->alpha; 1857 1858 mCaches.activeTexture(0); 1859 Texture* texture = mCaches.textureCache.get(bitmap); 1860 if (!texture) return DrawGlInfo::kStatusDone; 1861 const AutoTexture autoCleanup(texture); 1862 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1863 texture->setFilter(GL_LINEAR, true); 1864 1865 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1866 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1867 1868 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 1869 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1870 // Mark the current layer dirty where we are going to draw the patch 1871 if (hasLayer() && mesh->hasEmptyQuads) { 1872 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1873 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1874 const size_t count = mesh->quads.size(); 1875 for (size_t i = 0; i < count; i++) { 1876 const Rect& bounds = mesh->quads.itemAt(i); 1877 if (CC_LIKELY(pureTranslate)) { 1878 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1879 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1880 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1881 } else { 1882 dirtyLayer(left + bounds.left, top + bounds.top, 1883 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1884 } 1885 } 1886 } 1887 1888 if (CC_LIKELY(pureTranslate)) { 1889 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1890 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1891 1892 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1893 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1894 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1895 true, !mesh->hasEmptyQuads); 1896 } else { 1897 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1898 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1899 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1900 true, !mesh->hasEmptyQuads); 1901 } 1902 } 1903 1904 return DrawGlInfo::kStatusDrew; 1905} 1906 1907/** 1908 * This function uses a similar approach to that of AA lines in the drawLines() function. 1909 * We expand the rectangle by a half pixel in screen space on all sides. However, instead of using 1910 * a fragment shader to compute the translucency of the color from its position, we simply use a 1911 * varying parameter to define how far a given pixel is into the region. 1912 */ 1913void OpenGLRenderer::drawConvexPath(const SkPath& path, int color, SkXfermode::Mode mode, bool isAA) { 1914 VertexBuffer vertexBuffer; 1915 // TODO: try clipping large paths to viewport 1916 PathRenderer::convexPathFillVertices(path, mSnapshot->transform, vertexBuffer, isAA); 1917 1918 setupDraw(); 1919 setupDrawNoTexture(); 1920 if (isAA) setupDrawAA(); 1921 setupDrawVertexShape(); 1922 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 1923 setupDrawColorFilter(); 1924 setupDrawShader(); 1925 setupDrawBlending(isAA, mode); 1926 setupDrawProgram(); 1927 setupDrawModelViewIdentity(true); 1928 setupDrawColorUniforms(); 1929 setupDrawColorFilterUniforms(); 1930 setupDrawShaderIdentityUniforms(); 1931 1932 void* vertices = vertexBuffer.getBuffer(); 1933 bool force = mCaches.unbindMeshBuffer(); 1934 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1935 vertices, isAA ? gAlphaVertexStride : gVertexStride); 1936 mCaches.resetTexCoordsVertexPointer(); 1937 mCaches.unbindIndicesBuffer(); 1938 1939 int alphaSlot = -1; 1940 if (isAA) { 1941 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 1942 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 1943 1944 // TODO: avoid enable/disable in back to back uses of the alpha attribute 1945 glEnableVertexAttribArray(alphaSlot); 1946 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 1947 } 1948 1949 SkRect bounds = path.getBounds(); 1950 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform); 1951 1952 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize()); 1953 1954 if (isAA) { 1955 glDisableVertexAttribArray(alphaSlot); 1956 } 1957} 1958 1959/** 1960 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1961 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1962 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1963 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 1964 * of the line. Hairlines are more involved because we need to account for transform scaling 1965 * to end up with a one-pixel-wide line in screen space.. 1966 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 1967 * in combination with values that we calculate and pass down in this method. The basic approach 1968 * is that the quad we create contains both the core line area plus a bounding area in which 1969 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 1970 * proportion of the width and the length of a given segment is represented by the boundary 1971 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 1972 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 1973 * on the inside). This ends up giving the result we want, with pixels that are completely 1974 * 'inside' the line area being filled opaquely and the other pixels being filled according to 1975 * how far into the boundary region they are, which is determined by shader interpolation. 1976 */ 1977status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1978 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 1979 1980 const bool isAA = paint->isAntiAlias(); 1981 // We use half the stroke width here because we're going to position the quad 1982 // corner vertices half of the width away from the line endpoints 1983 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 1984 // A stroke width of 0 has a special meaning in Skia: 1985 // it draws a line 1 px wide regardless of current transform 1986 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1987 1988 float inverseScaleX = 1.0f; 1989 float inverseScaleY = 1.0f; 1990 bool scaled = false; 1991 1992 int alpha; 1993 SkXfermode::Mode mode; 1994 1995 int generatedVerticesCount = 0; 1996 int verticesCount = count; 1997 if (count > 4) { 1998 // Polyline: account for extra vertices needed for continuous tri-strip 1999 verticesCount += (count - 4); 2000 } 2001 2002 if (isHairLine || isAA) { 2003 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 2004 // the line on the screen should always be one pixel wide regardless of scale. For 2005 // AA lines, we only want one pixel of translucent boundary around the quad. 2006 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 2007 Matrix4 *mat = mSnapshot->transform; 2008 float m00 = mat->data[Matrix4::kScaleX]; 2009 float m01 = mat->data[Matrix4::kSkewY]; 2010 float m10 = mat->data[Matrix4::kSkewX]; 2011 float m11 = mat->data[Matrix4::kScaleY]; 2012 2013 float scaleX = sqrtf(m00 * m00 + m01 * m01); 2014 float scaleY = sqrtf(m10 * m10 + m11 * m11); 2015 2016 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 2017 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 2018 2019 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 2020 scaled = true; 2021 } 2022 } 2023 } 2024 2025 getAlphaAndMode(paint, &alpha, &mode); 2026 2027 mCaches.enableScissor(); 2028 2029 setupDraw(); 2030 setupDrawNoTexture(); 2031 if (isAA) { 2032 setupDrawAA(); 2033 } 2034 setupDrawColor(paint->getColor(), alpha); 2035 setupDrawColorFilter(); 2036 setupDrawShader(); 2037 setupDrawBlending(isAA, mode); 2038 setupDrawProgram(); 2039 setupDrawModelViewIdentity(true); 2040 setupDrawColorUniforms(); 2041 setupDrawColorFilterUniforms(); 2042 setupDrawShaderIdentityUniforms(); 2043 2044 if (isHairLine) { 2045 // Set a real stroke width to be used in quad construction 2046 halfStrokeWidth = isAA? 1 : .5; 2047 } else if (isAA && !scaled) { 2048 // Expand boundary to enable AA calculations on the quad border 2049 halfStrokeWidth += .5f; 2050 } 2051 2052 int widthSlot; 2053 int lengthSlot; 2054 2055 Vertex lines[verticesCount]; 2056 Vertex* vertices = &lines[0]; 2057 2058 AAVertex wLines[verticesCount]; 2059 AAVertex* aaVertices = &wLines[0]; 2060 2061 if (CC_UNLIKELY(!isAA)) { 2062 setupDrawVertices(vertices); 2063 } else { 2064 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 2065 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 2066 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 2067 // AA stroke width (the base stroke width expanded by a half pixel on either side). 2068 // This value is used in the fragment shader to determine how to fill fragments. 2069 // We will need to calculate the actual width proportion on each segment for 2070 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 2071 float boundaryWidthProportion = .5 - 1 / (2 * halfStrokeWidth); 2072 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, 2073 boundaryWidthProportion, widthSlot, lengthSlot); 2074 } 2075 2076 AAVertex* prevAAVertex = NULL; 2077 Vertex* prevVertex = NULL; 2078 2079 int boundaryLengthSlot = -1; 2080 int boundaryWidthSlot = -1; 2081 2082 for (int i = 0; i < count; i += 4) { 2083 // a = start point, b = end point 2084 vec2 a(points[i], points[i + 1]); 2085 vec2 b(points[i + 2], points[i + 3]); 2086 2087 float length = 0; 2088 float boundaryLengthProportion = 0; 2089 float boundaryWidthProportion = 0; 2090 2091 // Find the normal to the line 2092 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 2093 float x = n.x; 2094 n.x = -n.y; 2095 n.y = x; 2096 2097 if (isHairLine) { 2098 if (isAA) { 2099 float wideningFactor; 2100 if (fabs(n.x) >= fabs(n.y)) { 2101 wideningFactor = fabs(1.0f / n.x); 2102 } else { 2103 wideningFactor = fabs(1.0f / n.y); 2104 } 2105 n *= wideningFactor; 2106 } 2107 2108 if (scaled) { 2109 n.x *= inverseScaleX; 2110 n.y *= inverseScaleY; 2111 } 2112 } else if (scaled) { 2113 // Extend n by .5 pixel on each side, post-transform 2114 vec2 extendedN = n.copyNormalized(); 2115 extendedN /= 2; 2116 extendedN.x *= inverseScaleX; 2117 extendedN.y *= inverseScaleY; 2118 2119 float extendedNLength = extendedN.length(); 2120 // We need to set this value on the shader prior to drawing 2121 boundaryWidthProportion = .5 - extendedNLength / (halfStrokeWidth + extendedNLength); 2122 n += extendedN; 2123 } 2124 2125 // aa lines expand the endpoint vertices to encompass the AA boundary 2126 if (isAA) { 2127 vec2 abVector = (b - a); 2128 length = abVector.length(); 2129 abVector.normalize(); 2130 2131 if (scaled) { 2132 abVector.x *= inverseScaleX; 2133 abVector.y *= inverseScaleY; 2134 float abLength = abVector.length(); 2135 boundaryLengthProportion = .5 - abLength / (length + abLength); 2136 } else { 2137 boundaryLengthProportion = .5 - .5 / (length + 1); 2138 } 2139 2140 abVector /= 2; 2141 a -= abVector; 2142 b += abVector; 2143 } 2144 2145 // Four corners of the rectangle defining a thick line 2146 vec2 p1 = a - n; 2147 vec2 p2 = a + n; 2148 vec2 p3 = b + n; 2149 vec2 p4 = b - n; 2150 2151 2152 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 2153 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 2154 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 2155 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 2156 2157 if (!quickRejectNoScissor(left, top, right, bottom)) { 2158 if (!isAA) { 2159 if (prevVertex != NULL) { 2160 // Issue two repeat vertices to create degenerate triangles to bridge 2161 // between the previous line and the new one. This is necessary because 2162 // we are creating a single triangle_strip which will contain 2163 // potentially discontinuous line segments. 2164 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 2165 Vertex::set(vertices++, p1.x, p1.y); 2166 generatedVerticesCount += 2; 2167 } 2168 2169 Vertex::set(vertices++, p1.x, p1.y); 2170 Vertex::set(vertices++, p2.x, p2.y); 2171 Vertex::set(vertices++, p4.x, p4.y); 2172 Vertex::set(vertices++, p3.x, p3.y); 2173 2174 prevVertex = vertices - 1; 2175 generatedVerticesCount += 4; 2176 } else { 2177 if (!isHairLine && scaled) { 2178 // Must set width proportions per-segment for scaled non-hairlines to use the 2179 // correct AA boundary dimensions 2180 if (boundaryWidthSlot < 0) { 2181 boundaryWidthSlot = 2182 mCaches.currentProgram->getUniform("boundaryWidth"); 2183 } 2184 2185 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 2186 } 2187 2188 if (boundaryLengthSlot < 0) { 2189 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 2190 } 2191 2192 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 2193 2194 if (prevAAVertex != NULL) { 2195 // Issue two repeat vertices to create degenerate triangles to bridge 2196 // between the previous line and the new one. This is necessary because 2197 // we are creating a single triangle_strip which will contain 2198 // potentially discontinuous line segments. 2199 AAVertex::set(aaVertices++,prevAAVertex->position[0], 2200 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 2201 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2202 generatedVerticesCount += 2; 2203 } 2204 2205 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2206 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 2207 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 2208 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 2209 2210 prevAAVertex = aaVertices - 1; 2211 generatedVerticesCount += 4; 2212 } 2213 2214 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 2215 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 2216 *mSnapshot->transform); 2217 } 2218 } 2219 2220 if (generatedVerticesCount > 0) { 2221 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 2222 } 2223 2224 if (isAA) { 2225 finishDrawAALine(widthSlot, lengthSlot); 2226 } 2227 2228 return DrawGlInfo::kStatusDrew; 2229} 2230 2231status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2232 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2233 2234 // TODO: The paint's cap style defines whether the points are square or circular 2235 // TODO: Handle AA for round points 2236 2237 // A stroke width of 0 has a special meaning in Skia: 2238 // it draws an unscaled 1px point 2239 float strokeWidth = paint->getStrokeWidth(); 2240 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 2241 if (isHairLine) { 2242 // Now that we know it's hairline, we can set the effective width, to be used later 2243 strokeWidth = 1.0f; 2244 } 2245 const float halfWidth = strokeWidth / 2; 2246 int alpha; 2247 SkXfermode::Mode mode; 2248 getAlphaAndMode(paint, &alpha, &mode); 2249 2250 int verticesCount = count >> 1; 2251 int generatedVerticesCount = 0; 2252 2253 TextureVertex pointsData[verticesCount]; 2254 TextureVertex* vertex = &pointsData[0]; 2255 2256 // TODO: We should optimize this method to not generate vertices for points 2257 // that lie outside of the clip. 2258 mCaches.enableScissor(); 2259 2260 setupDraw(); 2261 setupDrawNoTexture(); 2262 setupDrawPoint(strokeWidth); 2263 setupDrawColor(paint->getColor(), alpha); 2264 setupDrawColorFilter(); 2265 setupDrawShader(); 2266 setupDrawBlending(mode); 2267 setupDrawProgram(); 2268 setupDrawModelViewIdentity(true); 2269 setupDrawColorUniforms(); 2270 setupDrawColorFilterUniforms(); 2271 setupDrawPointUniforms(); 2272 setupDrawShaderIdentityUniforms(); 2273 setupDrawMesh(vertex); 2274 2275 for (int i = 0; i < count; i += 2) { 2276 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 2277 generatedVerticesCount++; 2278 2279 float left = points[i] - halfWidth; 2280 float right = points[i] + halfWidth; 2281 float top = points[i + 1] - halfWidth; 2282 float bottom = points [i + 1] + halfWidth; 2283 2284 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 2285 } 2286 2287 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 2288 2289 return DrawGlInfo::kStatusDrew; 2290} 2291 2292status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2293 // No need to check against the clip, we fill the clip region 2294 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2295 2296 Rect& clip(*mSnapshot->clipRect); 2297 clip.snapToPixelBoundaries(); 2298 2299 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2300 2301 return DrawGlInfo::kStatusDrew; 2302} 2303 2304status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2305 SkPaint* paint) { 2306 if (!texture) return DrawGlInfo::kStatusDone; 2307 const AutoTexture autoCleanup(texture); 2308 2309 const float x = left + texture->left - texture->offset; 2310 const float y = top + texture->top - texture->offset; 2311 2312 drawPathTexture(texture, x, y, paint); 2313 2314 return DrawGlInfo::kStatusDrew; 2315} 2316 2317status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2318 float rx, float ry, SkPaint* p) { 2319 if (mSnapshot->isIgnored() || quickReject(left, top, right, bottom)) { 2320 return DrawGlInfo::kStatusDone; 2321 } 2322 2323 if (p->getStyle() != SkPaint::kFill_Style) { 2324 mCaches.activeTexture(0); 2325 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 2326 right - left, bottom - top, rx, ry, p); 2327 return drawShape(left, top, texture, p); 2328 } 2329 2330 SkPath path; 2331 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2332 path.addRoundRect(rect, rx, ry); 2333 drawConvexPath(path, p->getColor(), getXfermode(p->getXfermode()), p->isAntiAlias()); 2334 2335 return DrawGlInfo::kStatusDrew; 2336} 2337 2338status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2339 if (mSnapshot->isIgnored() || quickReject(x - radius, y - radius, x + radius, y + radius)) { 2340 return DrawGlInfo::kStatusDone; 2341 } 2342 2343 if (p->getStyle() != SkPaint::kFill_Style) { 2344 mCaches.activeTexture(0); 2345 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, p); 2346 return drawShape(x - radius, y - radius, texture, p); 2347 } 2348 2349 SkPath path; 2350 path.addCircle(x, y, radius); 2351 drawConvexPath(path, p->getColor(), getXfermode(p->getXfermode()), p->isAntiAlias()); 2352 2353 return DrawGlInfo::kStatusDrew; 2354} 2355 2356status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2357 SkPaint* p) { 2358 if (mSnapshot->isIgnored() || quickReject(left, top, right, bottom)) { 2359 return DrawGlInfo::kStatusDone; 2360 } 2361 2362 if (p->getStyle() != SkPaint::kFill_Style) { 2363 mCaches.activeTexture(0); 2364 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, p); 2365 return drawShape(left, top, texture, p); 2366 } 2367 2368 SkPath path; 2369 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2370 path.addOval(rect); 2371 drawConvexPath(path, p->getColor(), getXfermode(p->getXfermode()), p->isAntiAlias()); 2372 2373 return DrawGlInfo::kStatusDrew; 2374} 2375 2376status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2377 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 2378 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2379 2380 if (fabs(sweepAngle) >= 360.0f) { 2381 return drawOval(left, top, right, bottom, paint); 2382 } 2383 2384 mCaches.activeTexture(0); 2385 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2386 startAngle, sweepAngle, useCenter, paint); 2387 return drawShape(left, top, texture, paint); 2388} 2389 2390status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2391 if (mSnapshot->isIgnored() || quickReject(left, top, right, bottom)) { 2392 return DrawGlInfo::kStatusDone; 2393 } 2394 2395 if (p->getStyle() != SkPaint::kFill_Style) { 2396 mCaches.activeTexture(0); 2397 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, p); 2398 return drawShape(left, top, texture, p); 2399 } 2400 2401 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2402 SkPath path; 2403 path.addRect(left, top, right, bottom); 2404 drawConvexPath(path, p->getColor(), getXfermode(p->getXfermode()), true); 2405 } else { 2406 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2407 } 2408 2409 return DrawGlInfo::kStatusDrew; 2410} 2411 2412void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2413 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2414 float x, float y) { 2415 mCaches.activeTexture(0); 2416 2417 // NOTE: The drop shadow will not perform gamma correction 2418 // if shader-based correction is enabled 2419 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2420 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2421 paint, text, bytesCount, count, mShadowRadius, positions); 2422 const AutoTexture autoCleanup(shadow); 2423 2424 const float sx = x - shadow->left + mShadowDx; 2425 const float sy = y - shadow->top + mShadowDy; 2426 2427 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2428 int shadowColor = mShadowColor; 2429 if (mShader) { 2430 shadowColor = 0xffffffff; 2431 } 2432 2433 setupDraw(); 2434 setupDrawWithTexture(true); 2435 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2436 setupDrawColorFilter(); 2437 setupDrawShader(); 2438 setupDrawBlending(true, mode); 2439 setupDrawProgram(); 2440 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2441 setupDrawTexture(shadow->id); 2442 setupDrawPureColorUniforms(); 2443 setupDrawColorFilterUniforms(); 2444 setupDrawShaderUniforms(); 2445 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2446 2447 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2448} 2449 2450status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2451 const float* positions, SkPaint* paint) { 2452 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2453 (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) { 2454 return DrawGlInfo::kStatusDone; 2455 } 2456 2457 // NOTE: Skia does not support perspective transform on drawPosText yet 2458 if (!mSnapshot->transform->isSimple()) { 2459 return DrawGlInfo::kStatusDone; 2460 } 2461 2462 float x = 0.0f; 2463 float y = 0.0f; 2464 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2465 if (pureTranslate) { 2466 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2467 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2468 } 2469 2470 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2471 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2472 paint->getTextSize()); 2473 2474 int alpha; 2475 SkXfermode::Mode mode; 2476 getAlphaAndMode(paint, &alpha, &mode); 2477 2478 if (CC_UNLIKELY(mHasShadow)) { 2479 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode, 2480 0.0f, 0.0f); 2481 } 2482 2483 // Pick the appropriate texture filtering 2484 bool linearFilter = mSnapshot->transform->changesBounds(); 2485 if (pureTranslate && !linearFilter) { 2486 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2487 } 2488 2489 mCaches.activeTexture(0); 2490 setupDraw(); 2491 setupDrawTextGamma(paint); 2492 setupDrawDirtyRegionsDisabled(); 2493 setupDrawWithTexture(true); 2494 setupDrawAlpha8Color(paint->getColor(), alpha); 2495 setupDrawColorFilter(); 2496 setupDrawShader(); 2497 setupDrawBlending(true, mode); 2498 setupDrawProgram(); 2499 setupDrawModelView(x, y, x, y, pureTranslate, true); 2500 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2501 setupDrawPureColorUniforms(); 2502 setupDrawColorFilterUniforms(); 2503 setupDrawShaderUniforms(pureTranslate); 2504 setupDrawTextGammaUniforms(); 2505 2506 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2507 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2508 2509 const bool hasActiveLayer = hasLayer(); 2510 2511 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2512 positions, hasActiveLayer ? &bounds : NULL)) { 2513 if (hasActiveLayer) { 2514 if (!pureTranslate) { 2515 mSnapshot->transform->mapRect(bounds); 2516 } 2517 dirtyLayerUnchecked(bounds, getRegion()); 2518 } 2519 } 2520 2521 return DrawGlInfo::kStatusDrew; 2522} 2523 2524status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2525 float x, float y, const float* positions, SkPaint* paint, float length) { 2526 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2527 (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) { 2528 return DrawGlInfo::kStatusDone; 2529 } 2530 2531 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2532 switch (paint->getTextAlign()) { 2533 case SkPaint::kCenter_Align: 2534 x -= length / 2.0f; 2535 break; 2536 case SkPaint::kRight_Align: 2537 x -= length; 2538 break; 2539 default: 2540 break; 2541 } 2542 2543 SkPaint::FontMetrics metrics; 2544 paint->getFontMetrics(&metrics, 0.0f); 2545 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2546 return DrawGlInfo::kStatusDone; 2547 } 2548 2549 const float oldX = x; 2550 const float oldY = y; 2551 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2552 if (CC_LIKELY(pureTranslate)) { 2553 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2554 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2555 } 2556 2557#if DEBUG_GLYPHS 2558 ALOGD("OpenGLRenderer drawText() with FontID=%d", 2559 SkTypeface::UniqueID(paint->getTypeface())); 2560#endif 2561 2562 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2563 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2564 paint->getTextSize()); 2565 2566 int alpha; 2567 SkXfermode::Mode mode; 2568 getAlphaAndMode(paint, &alpha, &mode); 2569 2570 if (CC_UNLIKELY(mHasShadow)) { 2571 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode, 2572 oldX, oldY); 2573 } 2574 2575 // Pick the appropriate texture filtering 2576 bool linearFilter = mSnapshot->transform->changesBounds(); 2577 if (pureTranslate && !linearFilter) { 2578 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2579 } 2580 2581 // The font renderer will always use texture unit 0 2582 mCaches.activeTexture(0); 2583 setupDraw(); 2584 setupDrawTextGamma(paint); 2585 setupDrawDirtyRegionsDisabled(); 2586 setupDrawWithTexture(true); 2587 setupDrawAlpha8Color(paint->getColor(), alpha); 2588 setupDrawColorFilter(); 2589 setupDrawShader(); 2590 setupDrawBlending(true, mode); 2591 setupDrawProgram(); 2592 setupDrawModelView(x, y, x, y, pureTranslate, true); 2593 // See comment above; the font renderer must use texture unit 0 2594 // assert(mTextureUnit == 0) 2595 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2596 setupDrawPureColorUniforms(); 2597 setupDrawColorFilterUniforms(); 2598 setupDrawShaderUniforms(pureTranslate); 2599 setupDrawTextGammaUniforms(); 2600 2601 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2602 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2603 2604 const bool hasActiveLayer = hasLayer(); 2605 2606 bool status; 2607 if (paint->getTextAlign() != SkPaint::kLeft_Align) { 2608 SkPaint paintCopy(*paint); 2609 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2610 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2611 positions, hasActiveLayer ? &bounds : NULL); 2612 } else { 2613 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2614 positions, hasActiveLayer ? &bounds : NULL); 2615 } 2616 2617 if (status && hasActiveLayer) { 2618 if (!pureTranslate) { 2619 mSnapshot->transform->mapRect(bounds); 2620 } 2621 dirtyLayerUnchecked(bounds, getRegion()); 2622 } 2623 2624 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2625 2626 return DrawGlInfo::kStatusDrew; 2627} 2628 2629status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2630 float hOffset, float vOffset, SkPaint* paint) { 2631 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2632 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2633 return DrawGlInfo::kStatusDone; 2634 } 2635 2636 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2637 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2638 paint->getTextSize()); 2639 2640 int alpha; 2641 SkXfermode::Mode mode; 2642 getAlphaAndMode(paint, &alpha, &mode); 2643 2644 mCaches.activeTexture(0); 2645 setupDraw(); 2646 setupDrawTextGamma(paint); 2647 setupDrawDirtyRegionsDisabled(); 2648 setupDrawWithTexture(true); 2649 setupDrawAlpha8Color(paint->getColor(), alpha); 2650 setupDrawColorFilter(); 2651 setupDrawShader(); 2652 setupDrawBlending(true, mode); 2653 setupDrawProgram(); 2654 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2655 setupDrawTexture(fontRenderer.getTexture(true)); 2656 setupDrawPureColorUniforms(); 2657 setupDrawColorFilterUniforms(); 2658 setupDrawShaderUniforms(false); 2659 setupDrawTextGammaUniforms(); 2660 2661 const Rect* clip = &mSnapshot->getLocalClip(); 2662 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2663 2664 const bool hasActiveLayer = hasLayer(); 2665 2666 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2667 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2668 if (hasActiveLayer) { 2669 mSnapshot->transform->mapRect(bounds); 2670 dirtyLayerUnchecked(bounds, getRegion()); 2671 } 2672 } 2673 2674 return DrawGlInfo::kStatusDrew; 2675} 2676 2677status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2678 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2679 2680 mCaches.activeTexture(0); 2681 2682 // TODO: Perform early clip test before we rasterize the path 2683 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2684 if (!texture) return DrawGlInfo::kStatusDone; 2685 const AutoTexture autoCleanup(texture); 2686 2687 const float x = texture->left - texture->offset; 2688 const float y = texture->top - texture->offset; 2689 2690 drawPathTexture(texture, x, y, paint); 2691 2692 return DrawGlInfo::kStatusDrew; 2693} 2694 2695status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2696 if (!layer) { 2697 return DrawGlInfo::kStatusDone; 2698 } 2699 2700 Rect transformed; 2701 Rect clip; 2702 const bool rejected = quickRejectNoScissor(x, y, 2703 x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip); 2704 2705 if (rejected) { 2706 return DrawGlInfo::kStatusDone; 2707 } 2708 2709 bool debugLayerUpdate = false; 2710 if (updateLayer(layer, true)) { 2711 debugLayerUpdate = mCaches.debugLayersUpdates; 2712 } 2713 2714 mCaches.setScissorEnabled(!clip.contains(transformed)); 2715 mCaches.activeTexture(0); 2716 2717 if (CC_LIKELY(!layer->region.isEmpty())) { 2718 if (layer->region.isRect()) { 2719 composeLayerRect(layer, layer->regionRect); 2720 } else if (layer->mesh) { 2721 const float a = layer->getAlpha() / 255.0f; 2722 SkiaColorFilter *oldFilter = mColorFilter; 2723 mColorFilter = layer->getColorFilter(); 2724 2725 setupDraw(); 2726 setupDrawWithTexture(); 2727 setupDrawColor(a, a, a, a); 2728 setupDrawColorFilter(); 2729 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2730 setupDrawProgram(); 2731 setupDrawPureColorUniforms(); 2732 setupDrawColorFilterUniforms(); 2733 setupDrawTexture(layer->getTexture()); 2734 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2735 int tx = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2736 int ty = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2737 2738 layer->setFilter(GL_NEAREST); 2739 setupDrawModelViewTranslate(tx, ty, 2740 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2741 } else { 2742 layer->setFilter(GL_LINEAR); 2743 setupDrawModelViewTranslate(x, y, 2744 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2745 } 2746 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2747 2748 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2749 GL_UNSIGNED_SHORT, layer->meshIndices); 2750 2751 finishDrawTexture(); 2752 2753 mColorFilter = oldFilter; 2754 2755#if DEBUG_LAYERS_AS_REGIONS 2756 drawRegionRects(layer->region); 2757#endif 2758 } 2759 2760 if (debugLayerUpdate) { 2761 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 2762 0x7f00ff00, SkXfermode::kSrcOver_Mode); 2763 } 2764 } 2765 2766 return DrawGlInfo::kStatusDrew; 2767} 2768 2769/////////////////////////////////////////////////////////////////////////////// 2770// Shaders 2771/////////////////////////////////////////////////////////////////////////////// 2772 2773void OpenGLRenderer::resetShader() { 2774 mShader = NULL; 2775} 2776 2777void OpenGLRenderer::setupShader(SkiaShader* shader) { 2778 mShader = shader; 2779 if (mShader) { 2780 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2781 } 2782} 2783 2784/////////////////////////////////////////////////////////////////////////////// 2785// Color filters 2786/////////////////////////////////////////////////////////////////////////////// 2787 2788void OpenGLRenderer::resetColorFilter() { 2789 mColorFilter = NULL; 2790} 2791 2792void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2793 mColorFilter = filter; 2794} 2795 2796/////////////////////////////////////////////////////////////////////////////// 2797// Drop shadow 2798/////////////////////////////////////////////////////////////////////////////// 2799 2800void OpenGLRenderer::resetShadow() { 2801 mHasShadow = false; 2802} 2803 2804void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2805 mHasShadow = true; 2806 mShadowRadius = radius; 2807 mShadowDx = dx; 2808 mShadowDy = dy; 2809 mShadowColor = color; 2810} 2811 2812/////////////////////////////////////////////////////////////////////////////// 2813// Draw filters 2814/////////////////////////////////////////////////////////////////////////////// 2815 2816void OpenGLRenderer::resetPaintFilter() { 2817 mHasDrawFilter = false; 2818} 2819 2820void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2821 mHasDrawFilter = true; 2822 mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 2823 mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 2824} 2825 2826SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 2827 if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint; 2828 2829 uint32_t flags = paint->getFlags(); 2830 2831 mFilteredPaint = *paint; 2832 mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits); 2833 2834 return &mFilteredPaint; 2835} 2836 2837/////////////////////////////////////////////////////////////////////////////// 2838// Drawing implementation 2839/////////////////////////////////////////////////////////////////////////////// 2840 2841void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2842 float x, float y, SkPaint* paint) { 2843 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2844 return; 2845 } 2846 2847 int alpha; 2848 SkXfermode::Mode mode; 2849 getAlphaAndMode(paint, &alpha, &mode); 2850 2851 setupDraw(); 2852 setupDrawWithTexture(true); 2853 setupDrawAlpha8Color(paint->getColor(), alpha); 2854 setupDrawColorFilter(); 2855 setupDrawShader(); 2856 setupDrawBlending(true, mode); 2857 setupDrawProgram(); 2858 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2859 setupDrawTexture(texture->id); 2860 setupDrawPureColorUniforms(); 2861 setupDrawColorFilterUniforms(); 2862 setupDrawShaderUniforms(); 2863 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2864 2865 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2866 2867 finishDrawTexture(); 2868} 2869 2870// Same values used by Skia 2871#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2872#define kStdUnderline_Offset (1.0f / 9.0f) 2873#define kStdUnderline_Thickness (1.0f / 18.0f) 2874 2875void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2876 float x, float y, SkPaint* paint) { 2877 // Handle underline and strike-through 2878 uint32_t flags = paint->getFlags(); 2879 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2880 SkPaint paintCopy(*paint); 2881 float underlineWidth = length; 2882 // If length is > 0.0f, we already measured the text for the text alignment 2883 if (length <= 0.0f) { 2884 underlineWidth = paintCopy.measureText(text, bytesCount); 2885 } 2886 2887 if (CC_LIKELY(underlineWidth > 0.0f)) { 2888 const float textSize = paintCopy.getTextSize(); 2889 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2890 2891 const float left = x; 2892 float top = 0.0f; 2893 2894 int linesCount = 0; 2895 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2896 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2897 2898 const int pointsCount = 4 * linesCount; 2899 float points[pointsCount]; 2900 int currentPoint = 0; 2901 2902 if (flags & SkPaint::kUnderlineText_Flag) { 2903 top = y + textSize * kStdUnderline_Offset; 2904 points[currentPoint++] = left; 2905 points[currentPoint++] = top; 2906 points[currentPoint++] = left + underlineWidth; 2907 points[currentPoint++] = top; 2908 } 2909 2910 if (flags & SkPaint::kStrikeThruText_Flag) { 2911 top = y + textSize * kStdStrikeThru_Offset; 2912 points[currentPoint++] = left; 2913 points[currentPoint++] = top; 2914 points[currentPoint++] = left + underlineWidth; 2915 points[currentPoint++] = top; 2916 } 2917 2918 paintCopy.setStrokeWidth(strokeWidth); 2919 2920 drawLines(&points[0], pointsCount, &paintCopy); 2921 } 2922 } 2923} 2924 2925void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2926 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2927 // If a shader is set, preserve only the alpha 2928 if (mShader) { 2929 color |= 0x00ffffff; 2930 } 2931 2932 setupDraw(); 2933 setupDrawNoTexture(); 2934 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2935 setupDrawShader(); 2936 setupDrawColorFilter(); 2937 setupDrawBlending(mode); 2938 setupDrawProgram(); 2939 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2940 setupDrawColorUniforms(); 2941 setupDrawShaderUniforms(ignoreTransform); 2942 setupDrawColorFilterUniforms(); 2943 setupDrawSimpleMesh(); 2944 2945 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2946} 2947 2948void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2949 Texture* texture, SkPaint* paint) { 2950 int alpha; 2951 SkXfermode::Mode mode; 2952 getAlphaAndMode(paint, &alpha, &mode); 2953 2954 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2955 2956 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2957 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2958 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2959 2960 texture->setFilter(GL_NEAREST, true); 2961 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2962 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2963 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2964 } else { 2965 texture->setFilter(FILTER(paint), true); 2966 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2967 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2968 GL_TRIANGLE_STRIP, gMeshCount); 2969 } 2970} 2971 2972void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2973 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2974 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2975 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2976} 2977 2978void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2979 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2980 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2981 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2982 2983 setupDraw(); 2984 setupDrawWithTexture(); 2985 setupDrawColor(alpha, alpha, alpha, alpha); 2986 setupDrawColorFilter(); 2987 setupDrawBlending(blend, mode, swapSrcDst); 2988 setupDrawProgram(); 2989 if (!dirty) { 2990 setupDrawDirtyRegionsDisabled(); 2991 } 2992 if (!ignoreScale) { 2993 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2994 } else { 2995 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2996 } 2997 setupDrawPureColorUniforms(); 2998 setupDrawColorFilterUniforms(); 2999 setupDrawTexture(texture); 3000 setupDrawMesh(vertices, texCoords, vbo); 3001 3002 glDrawArrays(drawMode, 0, elementsCount); 3003 3004 finishDrawTexture(); 3005} 3006 3007void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3008 ProgramDescription& description, bool swapSrcDst) { 3009 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3010 3011 if (blend) { 3012 // These blend modes are not supported by OpenGL directly and have 3013 // to be implemented using shaders. Since the shader will perform 3014 // the blending, turn blending off here 3015 // If the blend mode cannot be implemented using shaders, fall 3016 // back to the default SrcOver blend mode instead 3017 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3018 if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) { 3019 description.framebufferMode = mode; 3020 description.swapSrcDst = swapSrcDst; 3021 3022 if (mCaches.blend) { 3023 glDisable(GL_BLEND); 3024 mCaches.blend = false; 3025 } 3026 3027 return; 3028 } else { 3029 mode = SkXfermode::kSrcOver_Mode; 3030 } 3031 } 3032 3033 if (!mCaches.blend) { 3034 glEnable(GL_BLEND); 3035 } 3036 3037 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3038 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3039 3040 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3041 glBlendFunc(sourceMode, destMode); 3042 mCaches.lastSrcMode = sourceMode; 3043 mCaches.lastDstMode = destMode; 3044 } 3045 } else if (mCaches.blend) { 3046 glDisable(GL_BLEND); 3047 } 3048 mCaches.blend = blend; 3049} 3050 3051bool OpenGLRenderer::useProgram(Program* program) { 3052 if (!program->isInUse()) { 3053 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3054 program->use(); 3055 mCaches.currentProgram = program; 3056 return false; 3057 } 3058 return true; 3059} 3060 3061void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3062 TextureVertex* v = &mMeshVertices[0]; 3063 TextureVertex::setUV(v++, u1, v1); 3064 TextureVertex::setUV(v++, u2, v1); 3065 TextureVertex::setUV(v++, u1, v2); 3066 TextureVertex::setUV(v++, u2, v2); 3067} 3068 3069void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 3070 getAlphaAndModeDirect(paint, alpha, mode); 3071 *alpha *= mSnapshot->alpha; 3072} 3073 3074}; // namespace uirenderer 3075}; // namespace android 3076