OpenGLRenderer.cpp revision a23eed808a1ae4ec0d818c0a9238385e797fd056
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkPathMeasure.h> 25#include <SkTypeface.h> 26 27#include <utils/Log.h> 28#include <utils/StopWatch.h> 29 30#include <private/hwui/DrawGlInfo.h> 31 32#include <ui/Rect.h> 33 34#include "OpenGLRenderer.h" 35#include "DisplayListRenderer.h" 36#include "Vector.h" 37 38namespace android { 39namespace uirenderer { 40 41/////////////////////////////////////////////////////////////////////////////// 42// Defines 43/////////////////////////////////////////////////////////////////////////////// 44 45#define RAD_TO_DEG (180.0f / 3.14159265f) 46#define MIN_ANGLE 0.001f 47 48// TODO: This should be set in properties 49#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 50 51#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 52 53/////////////////////////////////////////////////////////////////////////////// 54// Globals 55/////////////////////////////////////////////////////////////////////////////// 56 57/** 58 * Structure mapping Skia xfermodes to OpenGL blending factors. 59 */ 60struct Blender { 61 SkXfermode::Mode mode; 62 GLenum src; 63 GLenum dst; 64}; // struct Blender 65 66// In this array, the index of each Blender equals the value of the first 67// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 68static const Blender gBlends[] = { 69 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 70 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 71 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 72 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 73 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 74 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 75 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 76 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 77 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 78 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 79 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 80 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 81 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 82 { SkXfermode::kMultiply_Mode, GL_ZERO, GL_SRC_COLOR }, 83 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 84}; 85 86// This array contains the swapped version of each SkXfermode. For instance 87// this array's SrcOver blending mode is actually DstOver. You can refer to 88// createLayer() for more information on the purpose of this array. 89static const Blender gBlendsSwap[] = { 90 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 91 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 92 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 93 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 94 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 95 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 96 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 97 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 98 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 99 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 100 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 101 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 102 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 103 { SkXfermode::kMultiply_Mode, GL_DST_COLOR, GL_ZERO }, 104 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 105}; 106 107/////////////////////////////////////////////////////////////////////////////// 108// Constructors/destructor 109/////////////////////////////////////////////////////////////////////////////// 110 111OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 112 mShader = NULL; 113 mColorFilter = NULL; 114 mHasShadow = false; 115 mHasDrawFilter = false; 116 117 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 118 119 mFirstSnapshot = new Snapshot; 120} 121 122OpenGLRenderer::~OpenGLRenderer() { 123 // The context has already been destroyed at this point, do not call 124 // GL APIs. All GL state should be kept in Caches.h 125} 126 127/////////////////////////////////////////////////////////////////////////////// 128// Debug 129/////////////////////////////////////////////////////////////////////////////// 130 131void OpenGLRenderer::startMark(const char* name) const { 132 mCaches.startMark(0, name); 133} 134 135void OpenGLRenderer::endMark() const { 136 mCaches.endMark(); 137} 138 139/////////////////////////////////////////////////////////////////////////////// 140// Setup 141/////////////////////////////////////////////////////////////////////////////// 142 143uint32_t OpenGLRenderer::getStencilSize() { 144 return STENCIL_BUFFER_SIZE; 145} 146 147void OpenGLRenderer::setViewport(int width, int height) { 148 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 149 150 mWidth = width; 151 mHeight = height; 152 153 mFirstSnapshot->height = height; 154 mFirstSnapshot->viewport.set(0, 0, width, height); 155 156 glDisable(GL_DITHER); 157 glEnable(GL_SCISSOR_TEST); 158 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 159 160 glEnableVertexAttribArray(Program::kBindingPosition); 161} 162 163void OpenGLRenderer::prepare(bool opaque) { 164 prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 165} 166 167void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 168 mCaches.clearGarbage(); 169 mFunctors.clear(); 170 171 mSnapshot = new Snapshot(mFirstSnapshot, 172 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 173 mSnapshot->fbo = getTargetFbo(); 174 mSaveCount = 1; 175 176 glViewport(0, 0, mWidth, mHeight); 177 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 178 179 mSnapshot->setClip(left, top, right, bottom); 180 mDirtyClip = false; 181 182 if (!opaque) { 183 glClear(GL_COLOR_BUFFER_BIT); 184 } 185} 186 187void OpenGLRenderer::finish() { 188#if DEBUG_OPENGL 189 GLenum status = GL_NO_ERROR; 190 while ((status = glGetError()) != GL_NO_ERROR) { 191 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 192 switch (status) { 193 case GL_OUT_OF_MEMORY: 194 ALOGE(" OpenGLRenderer is out of memory!"); 195 break; 196 } 197 } 198#endif 199#if DEBUG_MEMORY_USAGE 200 mCaches.dumpMemoryUsage(); 201#else 202 if (mCaches.getDebugLevel() & kDebugMemory) { 203 mCaches.dumpMemoryUsage(); 204 } 205#endif 206} 207 208void OpenGLRenderer::interrupt() { 209 if (mCaches.currentProgram) { 210 if (mCaches.currentProgram->isInUse()) { 211 mCaches.currentProgram->remove(); 212 mCaches.currentProgram = NULL; 213 } 214 } 215 mCaches.unbindMeshBuffer(); 216 mCaches.unbindIndicesBuffer(); 217 mCaches.resetVertexPointers(); 218 mCaches.disbaleTexCoordsVertexArray(); 219} 220 221void OpenGLRenderer::resume() { 222 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 223 224 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 225 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 226 227 glEnable(GL_SCISSOR_TEST); 228 mCaches.resetScissor(); 229 dirtyClip(); 230 231 mCaches.activeTexture(0); 232 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 233 234 mCaches.blend = true; 235 glEnable(GL_BLEND); 236 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 237 glBlendEquation(GL_FUNC_ADD); 238} 239 240status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 241 status_t result = DrawGlInfo::kStatusDone; 242 243 Vector<Functor*> functors(mFunctors); 244 mFunctors.clear(); 245 246 DrawGlInfo info; 247 info.clipLeft = 0; 248 info.clipTop = 0; 249 info.clipRight = 0; 250 info.clipBottom = 0; 251 info.isLayer = false; 252 info.width = 0; 253 info.height = 0; 254 memset(info.transform, 0, sizeof(float) * 16); 255 256 size_t count = functors.size(); 257 for (size_t i = 0; i < count; i++) { 258 Functor* f = functors.itemAt(i); 259 result |= (*f)(DrawGlInfo::kModeProcess, &info); 260 261 if (result != DrawGlInfo::kStatusDone) { 262 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 263 dirty.unionWith(localDirty); 264 265 if (result & DrawGlInfo::kStatusInvoke) { 266 mFunctors.push(f); 267 } 268 } 269 } 270 271 return result; 272} 273 274status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 275 interrupt(); 276 if (mDirtyClip) { 277 setScissorFromClip(); 278 } 279 280 Rect clip(*mSnapshot->clipRect); 281 clip.snapToPixelBoundaries(); 282 283#if RENDER_LAYERS_AS_REGIONS 284 // Since we don't know what the functor will draw, let's dirty 285 // tne entire clip region 286 if (hasLayer()) { 287 dirtyLayerUnchecked(clip, getRegion()); 288 } 289#endif 290 291 DrawGlInfo info; 292 info.clipLeft = clip.left; 293 info.clipTop = clip.top; 294 info.clipRight = clip.right; 295 info.clipBottom = clip.bottom; 296 info.isLayer = hasLayer(); 297 info.width = getSnapshot()->viewport.getWidth(); 298 info.height = getSnapshot()->height; 299 getSnapshot()->transform->copyTo(&info.transform[0]); 300 301 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info); 302 303 if (result != DrawGlInfo::kStatusDone) { 304 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 305 dirty.unionWith(localDirty); 306 307 if (result & DrawGlInfo::kStatusInvoke) { 308 mFunctors.push(functor); 309 } 310 } 311 312 resume(); 313 return result; 314} 315 316/////////////////////////////////////////////////////////////////////////////// 317// State management 318/////////////////////////////////////////////////////////////////////////////// 319 320int OpenGLRenderer::getSaveCount() const { 321 return mSaveCount; 322} 323 324int OpenGLRenderer::save(int flags) { 325 return saveSnapshot(flags); 326} 327 328void OpenGLRenderer::restore() { 329 if (mSaveCount > 1) { 330 restoreSnapshot(); 331 } 332} 333 334void OpenGLRenderer::restoreToCount(int saveCount) { 335 if (saveCount < 1) saveCount = 1; 336 337 while (mSaveCount > saveCount) { 338 restoreSnapshot(); 339 } 340} 341 342int OpenGLRenderer::saveSnapshot(int flags) { 343 mSnapshot = new Snapshot(mSnapshot, flags); 344 return mSaveCount++; 345} 346 347bool OpenGLRenderer::restoreSnapshot() { 348 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 349 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 350 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 351 352 sp<Snapshot> current = mSnapshot; 353 sp<Snapshot> previous = mSnapshot->previous; 354 355 if (restoreOrtho) { 356 Rect& r = previous->viewport; 357 glViewport(r.left, r.top, r.right, r.bottom); 358 mOrthoMatrix.load(current->orthoMatrix); 359 } 360 361 mSaveCount--; 362 mSnapshot = previous; 363 364 if (restoreClip) { 365 dirtyClip(); 366 } 367 368 if (restoreLayer) { 369 composeLayer(current, previous); 370 } 371 372 return restoreClip; 373} 374 375/////////////////////////////////////////////////////////////////////////////// 376// Layers 377/////////////////////////////////////////////////////////////////////////////// 378 379int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 380 SkPaint* p, int flags) { 381 const GLuint previousFbo = mSnapshot->fbo; 382 const int count = saveSnapshot(flags); 383 384 if (!mSnapshot->isIgnored()) { 385 int alpha = 255; 386 SkXfermode::Mode mode; 387 388 if (p) { 389 alpha = p->getAlpha(); 390 if (!mCaches.extensions.hasFramebufferFetch()) { 391 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 392 if (!isMode) { 393 // Assume SRC_OVER 394 mode = SkXfermode::kSrcOver_Mode; 395 } 396 } else { 397 mode = getXfermode(p->getXfermode()); 398 } 399 } else { 400 mode = SkXfermode::kSrcOver_Mode; 401 } 402 403 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 404 } 405 406 return count; 407} 408 409int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 410 int alpha, int flags) { 411 if (alpha >= 255 - ALPHA_THRESHOLD) { 412 return saveLayer(left, top, right, bottom, NULL, flags); 413 } else { 414 SkPaint paint; 415 paint.setAlpha(alpha); 416 return saveLayer(left, top, right, bottom, &paint, flags); 417 } 418} 419 420/** 421 * Layers are viewed by Skia are slightly different than layers in image editing 422 * programs (for instance.) When a layer is created, previously created layers 423 * and the frame buffer still receive every drawing command. For instance, if a 424 * layer is created and a shape intersecting the bounds of the layers and the 425 * framebuffer is draw, the shape will be drawn on both (unless the layer was 426 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 427 * 428 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 429 * texture. Unfortunately, this is inefficient as it requires every primitive to 430 * be drawn n + 1 times, where n is the number of active layers. In practice this 431 * means, for every primitive: 432 * - Switch active frame buffer 433 * - Change viewport, clip and projection matrix 434 * - Issue the drawing 435 * 436 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 437 * To avoid this, layers are implemented in a different way here, at least in the 438 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 439 * is set. When this flag is set we can redirect all drawing operations into a 440 * single FBO. 441 * 442 * This implementation relies on the frame buffer being at least RGBA 8888. When 443 * a layer is created, only a texture is created, not an FBO. The content of the 444 * frame buffer contained within the layer's bounds is copied into this texture 445 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 446 * buffer and drawing continues as normal. This technique therefore treats the 447 * frame buffer as a scratch buffer for the layers. 448 * 449 * To compose the layers back onto the frame buffer, each layer texture 450 * (containing the original frame buffer data) is drawn as a simple quad over 451 * the frame buffer. The trick is that the quad is set as the composition 452 * destination in the blending equation, and the frame buffer becomes the source 453 * of the composition. 454 * 455 * Drawing layers with an alpha value requires an extra step before composition. 456 * An empty quad is drawn over the layer's region in the frame buffer. This quad 457 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 458 * quad is used to multiply the colors in the frame buffer. This is achieved by 459 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 460 * GL_ZERO, GL_SRC_ALPHA. 461 * 462 * Because glCopyTexImage2D() can be slow, an alternative implementation might 463 * be use to draw a single clipped layer. The implementation described above 464 * is correct in every case. 465 * 466 * (1) The frame buffer is actually not cleared right away. To allow the GPU 467 * to potentially optimize series of calls to glCopyTexImage2D, the frame 468 * buffer is left untouched until the first drawing operation. Only when 469 * something actually gets drawn are the layers regions cleared. 470 */ 471bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 472 float right, float bottom, int alpha, SkXfermode::Mode mode, 473 int flags, GLuint previousFbo) { 474 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 475 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 476 477 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 478 479 // Window coordinates of the layer 480 Rect bounds(left, top, right, bottom); 481 if (!fboLayer) { 482 mSnapshot->transform->mapRect(bounds); 483 484 // Layers only make sense if they are in the framebuffer's bounds 485 if (bounds.intersect(*snapshot->clipRect)) { 486 // We cannot work with sub-pixels in this case 487 bounds.snapToPixelBoundaries(); 488 489 // When the layer is not an FBO, we may use glCopyTexImage so we 490 // need to make sure the layer does not extend outside the bounds 491 // of the framebuffer 492 if (!bounds.intersect(snapshot->previous->viewport)) { 493 bounds.setEmpty(); 494 } 495 } else { 496 bounds.setEmpty(); 497 } 498 } 499 500 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 501 bounds.getHeight() > mCaches.maxTextureSize) { 502 snapshot->empty = fboLayer; 503 } else { 504 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 505 } 506 507 // Bail out if we won't draw in this snapshot 508 if (snapshot->invisible || snapshot->empty) { 509 return false; 510 } 511 512 mCaches.activeTexture(0); 513 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 514 if (!layer) { 515 return false; 516 } 517 518 layer->setAlpha(alpha, mode); 519 layer->layer.set(bounds); 520 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 521 bounds.getWidth() / float(layer->getWidth()), 0.0f); 522 layer->setColorFilter(mColorFilter); 523 layer->setBlend(true); 524 525 // Save the layer in the snapshot 526 snapshot->flags |= Snapshot::kFlagIsLayer; 527 snapshot->layer = layer; 528 529 if (fboLayer) { 530 return createFboLayer(layer, bounds, snapshot, previousFbo); 531 } else { 532 // Copy the framebuffer into the layer 533 layer->bindTexture(); 534 if (!bounds.isEmpty()) { 535 if (layer->isEmpty()) { 536 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 537 bounds.left, snapshot->height - bounds.bottom, 538 layer->getWidth(), layer->getHeight(), 0); 539 layer->setEmpty(false); 540 } else { 541 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 542 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 543 } 544 545 // Enqueue the buffer coordinates to clear the corresponding region later 546 mLayers.push(new Rect(bounds)); 547 } 548 } 549 550 return true; 551} 552 553bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 554 GLuint previousFbo) { 555 layer->setFbo(mCaches.fboCache.get()); 556 557#if RENDER_LAYERS_AS_REGIONS 558 snapshot->region = &snapshot->layer->region; 559 snapshot->flags |= Snapshot::kFlagFboTarget; 560#endif 561 562 Rect clip(bounds); 563 snapshot->transform->mapRect(clip); 564 clip.intersect(*snapshot->clipRect); 565 clip.snapToPixelBoundaries(); 566 clip.intersect(snapshot->previous->viewport); 567 568 mat4 inverse; 569 inverse.loadInverse(*mSnapshot->transform); 570 571 inverse.mapRect(clip); 572 clip.snapToPixelBoundaries(); 573 clip.intersect(bounds); 574 clip.translate(-bounds.left, -bounds.top); 575 576 snapshot->flags |= Snapshot::kFlagIsFboLayer; 577 snapshot->fbo = layer->getFbo(); 578 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 579 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 580 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 581 snapshot->height = bounds.getHeight(); 582 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 583 snapshot->orthoMatrix.load(mOrthoMatrix); 584 585 // Bind texture to FBO 586 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 587 layer->bindTexture(); 588 589 // Initialize the texture if needed 590 if (layer->isEmpty()) { 591 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 592 layer->setEmpty(false); 593 } 594 595 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 596 layer->getTexture(), 0); 597 598#if DEBUG_LAYERS_AS_REGIONS 599 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 600 if (status != GL_FRAMEBUFFER_COMPLETE) { 601 ALOGE("Framebuffer incomplete (GL error code 0x%x)", status); 602 603 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 604 layer->deleteTexture(); 605 mCaches.fboCache.put(layer->getFbo()); 606 607 delete layer; 608 609 return false; 610 } 611#endif 612 613 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 614 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 615 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 616 glClear(GL_COLOR_BUFFER_BIT); 617 618 dirtyClip(); 619 620 // Change the ortho projection 621 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 622 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 623 624 return true; 625} 626 627/** 628 * Read the documentation of createLayer() before doing anything in this method. 629 */ 630void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 631 if (!current->layer) { 632 ALOGE("Attempting to compose a layer that does not exist"); 633 return; 634 } 635 636 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 637 638 if (fboLayer) { 639 // Detach the texture from the FBO 640 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 641 642 // Unbind current FBO and restore previous one 643 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 644 } 645 646 Layer* layer = current->layer; 647 const Rect& rect = layer->layer; 648 649 if (!fboLayer && layer->getAlpha() < 255) { 650 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 651 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 652 // Required below, composeLayerRect() will divide by 255 653 layer->setAlpha(255); 654 } 655 656 mCaches.unbindMeshBuffer(); 657 658 mCaches.activeTexture(0); 659 660 // When the layer is stored in an FBO, we can save a bit of fillrate by 661 // drawing only the dirty region 662 if (fboLayer) { 663 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 664 if (layer->getColorFilter()) { 665 setupColorFilter(layer->getColorFilter()); 666 } 667 composeLayerRegion(layer, rect); 668 if (layer->getColorFilter()) { 669 resetColorFilter(); 670 } 671 } else if (!rect.isEmpty()) { 672 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 673 composeLayerRect(layer, rect, true); 674 } 675 676 if (fboLayer) { 677 // Note: No need to use glDiscardFramebufferEXT() since we never 678 // create/compose layers that are not on screen with this 679 // code path 680 // See LayerRenderer::destroyLayer(Layer*) 681 682 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 683 mCaches.fboCache.put(current->fbo); 684 layer->setFbo(0); 685 } 686 687 dirtyClip(); 688 689 // Failing to add the layer to the cache should happen only if the layer is too large 690 if (!mCaches.layerCache.put(layer)) { 691 LAYER_LOGD("Deleting layer"); 692 layer->deleteTexture(); 693 delete layer; 694 } 695} 696 697void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 698 float alpha = layer->getAlpha() / 255.0f; 699 700 mat4& transform = layer->getTransform(); 701 if (!transform.isIdentity()) { 702 save(0); 703 mSnapshot->transform->multiply(transform); 704 } 705 706 setupDraw(); 707 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 708 setupDrawWithTexture(); 709 } else { 710 setupDrawWithExternalTexture(); 711 } 712 setupDrawTextureTransform(); 713 setupDrawColor(alpha, alpha, alpha, alpha); 714 setupDrawColorFilter(); 715 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 716 setupDrawProgram(); 717 setupDrawPureColorUniforms(); 718 setupDrawColorFilterUniforms(); 719 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 720 setupDrawTexture(layer->getTexture()); 721 } else { 722 setupDrawExternalTexture(layer->getTexture()); 723 } 724 if (mSnapshot->transform->isPureTranslate() && 725 layer->getWidth() == (uint32_t) rect.getWidth() && 726 layer->getHeight() == (uint32_t) rect.getHeight()) { 727 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 728 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 729 730 layer->setFilter(GL_NEAREST); 731 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 732 } else { 733 layer->setFilter(GL_LINEAR); 734 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 735 } 736 setupDrawTextureTransformUniforms(layer->getTexTransform()); 737 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 738 739 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 740 741 finishDrawTexture(); 742 743 if (!transform.isIdentity()) { 744 restore(); 745 } 746} 747 748void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 749 if (!layer->isTextureLayer()) { 750 const Rect& texCoords = layer->texCoords; 751 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 752 texCoords.right, texCoords.bottom); 753 754 float x = rect.left; 755 float y = rect.top; 756 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 757 layer->getWidth() == (uint32_t) rect.getWidth() && 758 layer->getHeight() == (uint32_t) rect.getHeight(); 759 760 if (simpleTransform) { 761 // When we're swapping, the layer is already in screen coordinates 762 if (!swap) { 763 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 764 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 765 } 766 767 layer->setFilter(GL_NEAREST, true); 768 } else { 769 layer->setFilter(GL_LINEAR, true); 770 } 771 772 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 773 layer->getTexture(), layer->getAlpha() / 255.0f, 774 layer->getMode(), layer->isBlend(), 775 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 776 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 777 778 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 779 } else { 780 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 781 drawTextureLayer(layer, rect); 782 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 783 } 784} 785 786void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 787#if RENDER_LAYERS_AS_REGIONS 788 if (layer->region.isRect()) { 789 layer->setRegionAsRect(); 790 791 composeLayerRect(layer, layer->regionRect); 792 793 layer->region.clear(); 794 return; 795 } 796 797 // TODO: See LayerRenderer.cpp::generateMesh() for important 798 // information about this implementation 799 if (CC_LIKELY(!layer->region.isEmpty())) { 800 size_t count; 801 const android::Rect* rects = layer->region.getArray(&count); 802 803 const float alpha = layer->getAlpha() / 255.0f; 804 const float texX = 1.0f / float(layer->getWidth()); 805 const float texY = 1.0f / float(layer->getHeight()); 806 const float height = rect.getHeight(); 807 808 TextureVertex* mesh = mCaches.getRegionMesh(); 809 GLsizei numQuads = 0; 810 811 setupDraw(); 812 setupDrawWithTexture(); 813 setupDrawColor(alpha, alpha, alpha, alpha); 814 setupDrawColorFilter(); 815 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 816 setupDrawProgram(); 817 setupDrawDirtyRegionsDisabled(); 818 setupDrawPureColorUniforms(); 819 setupDrawColorFilterUniforms(); 820 setupDrawTexture(layer->getTexture()); 821 if (mSnapshot->transform->isPureTranslate()) { 822 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 823 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 824 825 layer->setFilter(GL_NEAREST); 826 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 827 } else { 828 layer->setFilter(GL_LINEAR); 829 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 830 } 831 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 832 833 for (size_t i = 0; i < count; i++) { 834 const android::Rect* r = &rects[i]; 835 836 const float u1 = r->left * texX; 837 const float v1 = (height - r->top) * texY; 838 const float u2 = r->right * texX; 839 const float v2 = (height - r->bottom) * texY; 840 841 // TODO: Reject quads outside of the clip 842 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 843 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 844 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 845 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 846 847 numQuads++; 848 849 if (numQuads >= REGION_MESH_QUAD_COUNT) { 850 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 851 numQuads = 0; 852 mesh = mCaches.getRegionMesh(); 853 } 854 } 855 856 if (numQuads > 0) { 857 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 858 } 859 860 finishDrawTexture(); 861 862#if DEBUG_LAYERS_AS_REGIONS 863 drawRegionRects(layer->region); 864#endif 865 866 layer->region.clear(); 867 } 868#else 869 composeLayerRect(layer, rect); 870#endif 871} 872 873void OpenGLRenderer::drawRegionRects(const Region& region) { 874#if DEBUG_LAYERS_AS_REGIONS 875 size_t count; 876 const android::Rect* rects = region.getArray(&count); 877 878 uint32_t colors[] = { 879 0x7fff0000, 0x7f00ff00, 880 0x7f0000ff, 0x7fff00ff, 881 }; 882 883 int offset = 0; 884 int32_t top = rects[0].top; 885 886 for (size_t i = 0; i < count; i++) { 887 if (top != rects[i].top) { 888 offset ^= 0x2; 889 top = rects[i].top; 890 } 891 892 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 893 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 894 SkXfermode::kSrcOver_Mode); 895 } 896#endif 897} 898 899void OpenGLRenderer::dirtyLayer(const float left, const float top, 900 const float right, const float bottom, const mat4 transform) { 901#if RENDER_LAYERS_AS_REGIONS 902 if (hasLayer()) { 903 Rect bounds(left, top, right, bottom); 904 transform.mapRect(bounds); 905 dirtyLayerUnchecked(bounds, getRegion()); 906 } 907#endif 908} 909 910void OpenGLRenderer::dirtyLayer(const float left, const float top, 911 const float right, const float bottom) { 912#if RENDER_LAYERS_AS_REGIONS 913 if (hasLayer()) { 914 Rect bounds(left, top, right, bottom); 915 dirtyLayerUnchecked(bounds, getRegion()); 916 } 917#endif 918} 919 920void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 921#if RENDER_LAYERS_AS_REGIONS 922 if (bounds.intersect(*mSnapshot->clipRect)) { 923 bounds.snapToPixelBoundaries(); 924 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 925 if (!dirty.isEmpty()) { 926 region->orSelf(dirty); 927 } 928 } 929#endif 930} 931 932void OpenGLRenderer::clearLayerRegions() { 933 const size_t count = mLayers.size(); 934 if (count == 0) return; 935 936 if (!mSnapshot->isIgnored()) { 937 // Doing several glScissor/glClear here can negatively impact 938 // GPUs with a tiler architecture, instead we draw quads with 939 // the Clear blending mode 940 941 // The list contains bounds that have already been clipped 942 // against their initial clip rect, and the current clip 943 // is likely different so we need to disable clipping here 944 glDisable(GL_SCISSOR_TEST); 945 946 Vertex mesh[count * 6]; 947 Vertex* vertex = mesh; 948 949 for (uint32_t i = 0; i < count; i++) { 950 Rect* bounds = mLayers.itemAt(i); 951 952 Vertex::set(vertex++, bounds->left, bounds->bottom); 953 Vertex::set(vertex++, bounds->left, bounds->top); 954 Vertex::set(vertex++, bounds->right, bounds->top); 955 Vertex::set(vertex++, bounds->left, bounds->bottom); 956 Vertex::set(vertex++, bounds->right, bounds->top); 957 Vertex::set(vertex++, bounds->right, bounds->bottom); 958 959 delete bounds; 960 } 961 962 setupDraw(false); 963 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 964 setupDrawBlending(true, SkXfermode::kClear_Mode); 965 setupDrawProgram(); 966 setupDrawPureColorUniforms(); 967 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 968 setupDrawVertices(&mesh[0].position[0]); 969 970 glDrawArrays(GL_TRIANGLES, 0, count * 6); 971 972 glEnable(GL_SCISSOR_TEST); 973 } else { 974 for (uint32_t i = 0; i < count; i++) { 975 delete mLayers.itemAt(i); 976 } 977 } 978 979 mLayers.clear(); 980} 981 982/////////////////////////////////////////////////////////////////////////////// 983// Transforms 984/////////////////////////////////////////////////////////////////////////////// 985 986void OpenGLRenderer::translate(float dx, float dy) { 987 mSnapshot->transform->translate(dx, dy, 0.0f); 988} 989 990void OpenGLRenderer::rotate(float degrees) { 991 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 992} 993 994void OpenGLRenderer::scale(float sx, float sy) { 995 mSnapshot->transform->scale(sx, sy, 1.0f); 996} 997 998void OpenGLRenderer::skew(float sx, float sy) { 999 mSnapshot->transform->skew(sx, sy); 1000} 1001 1002void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1003 if (matrix) { 1004 mSnapshot->transform->load(*matrix); 1005 } else { 1006 mSnapshot->transform->loadIdentity(); 1007 } 1008} 1009 1010void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1011 mSnapshot->transform->copyTo(*matrix); 1012} 1013 1014void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1015 SkMatrix transform; 1016 mSnapshot->transform->copyTo(transform); 1017 transform.preConcat(*matrix); 1018 mSnapshot->transform->load(transform); 1019} 1020 1021/////////////////////////////////////////////////////////////////////////////// 1022// Clipping 1023/////////////////////////////////////////////////////////////////////////////// 1024 1025void OpenGLRenderer::setScissorFromClip() { 1026 Rect clip(*mSnapshot->clipRect); 1027 clip.snapToPixelBoundaries(); 1028 1029 mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1030 clip.getWidth(), clip.getHeight()); 1031 1032 mDirtyClip = false; 1033} 1034 1035const Rect& OpenGLRenderer::getClipBounds() { 1036 return mSnapshot->getLocalClip(); 1037} 1038 1039bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1040 if (mSnapshot->isIgnored()) { 1041 return true; 1042 } 1043 1044 Rect r(left, top, right, bottom); 1045 mSnapshot->transform->mapRect(r); 1046 r.snapToPixelBoundaries(); 1047 1048 Rect clipRect(*mSnapshot->clipRect); 1049 clipRect.snapToPixelBoundaries(); 1050 1051 return !clipRect.intersects(r); 1052} 1053 1054bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1055 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1056 if (clipped) { 1057 dirtyClip(); 1058 } 1059 return !mSnapshot->clipRect->isEmpty(); 1060} 1061 1062Rect* OpenGLRenderer::getClipRect() { 1063 return mSnapshot->clipRect; 1064} 1065 1066/////////////////////////////////////////////////////////////////////////////// 1067// Drawing commands 1068/////////////////////////////////////////////////////////////////////////////// 1069 1070void OpenGLRenderer::setupDraw(bool clear) { 1071 if (clear) clearLayerRegions(); 1072 if (mDirtyClip) { 1073 setScissorFromClip(); 1074 } 1075 mDescription.reset(); 1076 mSetShaderColor = false; 1077 mColorSet = false; 1078 mColorA = mColorR = mColorG = mColorB = 0.0f; 1079 mTextureUnit = 0; 1080 mTrackDirtyRegions = true; 1081} 1082 1083void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1084 mDescription.hasTexture = true; 1085 mDescription.hasAlpha8Texture = isAlpha8; 1086} 1087 1088void OpenGLRenderer::setupDrawWithExternalTexture() { 1089 mDescription.hasExternalTexture = true; 1090} 1091 1092void OpenGLRenderer::setupDrawNoTexture() { 1093 mCaches.disbaleTexCoordsVertexArray(); 1094} 1095 1096void OpenGLRenderer::setupDrawAALine() { 1097 mDescription.isAA = true; 1098} 1099 1100void OpenGLRenderer::setupDrawPoint(float pointSize) { 1101 mDescription.isPoint = true; 1102 mDescription.pointSize = pointSize; 1103} 1104 1105void OpenGLRenderer::setupDrawColor(int color) { 1106 setupDrawColor(color, (color >> 24) & 0xFF); 1107} 1108 1109void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1110 mColorA = alpha / 255.0f; 1111 mColorA *= mSnapshot->alpha; 1112 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1113 // the rgb values by a instead of also dividing by 255 1114 const float a = mColorA / 255.0f; 1115 mColorR = a * ((color >> 16) & 0xFF); 1116 mColorG = a * ((color >> 8) & 0xFF); 1117 mColorB = a * ((color ) & 0xFF); 1118 mColorSet = true; 1119 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1120} 1121 1122void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1123 mColorA = alpha / 255.0f; 1124 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1125 // the rgb values by a instead of also dividing by 255 1126 const float a = mColorA / 255.0f; 1127 mColorR = a * ((color >> 16) & 0xFF); 1128 mColorG = a * ((color >> 8) & 0xFF); 1129 mColorB = a * ((color ) & 0xFF); 1130 mColorSet = true; 1131 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1132} 1133 1134void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1135 mColorA = a; 1136 mColorR = r; 1137 mColorG = g; 1138 mColorB = b; 1139 mColorSet = true; 1140 mSetShaderColor = mDescription.setColor(r, g, b, a); 1141} 1142 1143void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 1144 mColorA = a; 1145 mColorR = r; 1146 mColorG = g; 1147 mColorB = b; 1148 mColorSet = true; 1149 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 1150} 1151 1152void OpenGLRenderer::setupDrawShader() { 1153 if (mShader) { 1154 mShader->describe(mDescription, mCaches.extensions); 1155 } 1156} 1157 1158void OpenGLRenderer::setupDrawColorFilter() { 1159 if (mColorFilter) { 1160 mColorFilter->describe(mDescription, mCaches.extensions); 1161 } 1162} 1163 1164void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1165 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1166 mColorA = 1.0f; 1167 mColorR = mColorG = mColorB = 0.0f; 1168 mSetShaderColor = mDescription.modulate = true; 1169 } 1170} 1171 1172void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1173 // When the blending mode is kClear_Mode, we need to use a modulate color 1174 // argb=1,0,0,0 1175 accountForClear(mode); 1176 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1177 mDescription, swapSrcDst); 1178} 1179 1180void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1181 // When the blending mode is kClear_Mode, we need to use a modulate color 1182 // argb=1,0,0,0 1183 accountForClear(mode); 1184 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1185 mDescription, swapSrcDst); 1186} 1187 1188void OpenGLRenderer::setupDrawProgram() { 1189 useProgram(mCaches.programCache.get(mDescription)); 1190} 1191 1192void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1193 mTrackDirtyRegions = false; 1194} 1195 1196void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1197 bool ignoreTransform) { 1198 mModelView.loadTranslate(left, top, 0.0f); 1199 if (!ignoreTransform) { 1200 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1201 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1202 } else { 1203 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1204 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1205 } 1206} 1207 1208void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1209 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1210} 1211 1212void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1213 bool ignoreTransform, bool ignoreModelView) { 1214 if (!ignoreModelView) { 1215 mModelView.loadTranslate(left, top, 0.0f); 1216 mModelView.scale(right - left, bottom - top, 1.0f); 1217 } else { 1218 mModelView.loadIdentity(); 1219 } 1220 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1221 if (!ignoreTransform) { 1222 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1223 if (mTrackDirtyRegions && dirty) { 1224 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1225 } 1226 } else { 1227 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1228 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1229 } 1230} 1231 1232void OpenGLRenderer::setupDrawPointUniforms() { 1233 int slot = mCaches.currentProgram->getUniform("pointSize"); 1234 glUniform1f(slot, mDescription.pointSize); 1235} 1236 1237void OpenGLRenderer::setupDrawColorUniforms() { 1238 if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) { 1239 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1240 } 1241} 1242 1243void OpenGLRenderer::setupDrawPureColorUniforms() { 1244 if (mSetShaderColor) { 1245 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1246 } 1247} 1248 1249void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1250 if (mShader) { 1251 if (ignoreTransform) { 1252 mModelView.loadInverse(*mSnapshot->transform); 1253 } 1254 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1255 } 1256} 1257 1258void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1259 if (mShader) { 1260 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1261 } 1262} 1263 1264void OpenGLRenderer::setupDrawColorFilterUniforms() { 1265 if (mColorFilter) { 1266 mColorFilter->setupProgram(mCaches.currentProgram); 1267 } 1268} 1269 1270void OpenGLRenderer::setupDrawSimpleMesh() { 1271 bool force = mCaches.bindMeshBuffer(); 1272 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0); 1273 mCaches.unbindIndicesBuffer(); 1274} 1275 1276void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1277 bindTexture(texture); 1278 mTextureUnit++; 1279 mCaches.enableTexCoordsVertexArray(); 1280} 1281 1282void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1283 bindExternalTexture(texture); 1284 mTextureUnit++; 1285 mCaches.enableTexCoordsVertexArray(); 1286} 1287 1288void OpenGLRenderer::setupDrawTextureTransform() { 1289 mDescription.hasTextureTransform = true; 1290} 1291 1292void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1293 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1294 GL_FALSE, &transform.data[0]); 1295} 1296 1297void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1298 bool force = false; 1299 if (!vertices) { 1300 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1301 } else { 1302 force = mCaches.unbindMeshBuffer(); 1303 } 1304 1305 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1306 if (mCaches.currentProgram->texCoords >= 0) { 1307 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1308 } 1309 1310 mCaches.unbindIndicesBuffer(); 1311} 1312 1313void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1314 bool force = mCaches.unbindMeshBuffer(); 1315 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1316 if (mCaches.currentProgram->texCoords >= 0) { 1317 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1318 } 1319} 1320 1321void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1322 bool force = mCaches.unbindMeshBuffer(); 1323 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1324 vertices, gVertexStride); 1325 mCaches.unbindIndicesBuffer(); 1326} 1327 1328/** 1329 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1330 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1331 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1332 * attributes (one per vertex) are values from zero to one that tells the fragment 1333 * shader where the fragment is in relation to the line width/length overall; these values are 1334 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1335 * region of the line. 1336 * Note that we only pass down the width values in this setup function. The length coordinates 1337 * are set up for each individual segment. 1338 */ 1339void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1340 GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) { 1341 bool force = mCaches.unbindMeshBuffer(); 1342 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1343 vertices, gAAVertexStride); 1344 mCaches.resetTexCoordsVertexPointer(); 1345 mCaches.unbindIndicesBuffer(); 1346 1347 widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1348 glEnableVertexAttribArray(widthSlot); 1349 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1350 1351 lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1352 glEnableVertexAttribArray(lengthSlot); 1353 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1354 1355 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1356 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1357 1358 // Setting the inverse value saves computations per-fragment in the shader 1359 int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1360 glUniform1f(inverseBoundaryWidthSlot, 1.0f / boundaryWidthProportion); 1361} 1362 1363void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) { 1364 glDisableVertexAttribArray(widthSlot); 1365 glDisableVertexAttribArray(lengthSlot); 1366} 1367 1368void OpenGLRenderer::finishDrawTexture() { 1369} 1370 1371/////////////////////////////////////////////////////////////////////////////// 1372// Drawing 1373/////////////////////////////////////////////////////////////////////////////// 1374 1375status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height, 1376 Rect& dirty, int32_t flags, uint32_t level) { 1377 1378 if (!USE_DISPLAY_LIST_PROPERTIES && quickReject(0, 0, width, height)) { 1379 return false; 1380 } 1381 1382 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1383 // will be performed by the display list itself 1384 if (displayList && displayList->isRenderable()) { 1385 return displayList->replay(*this, width, height, dirty, flags, level); 1386 } 1387 1388 return DrawGlInfo::kStatusDone; 1389} 1390 1391void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1392 if (displayList) { 1393 displayList->output(*this, level); 1394 } 1395} 1396 1397void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1398 int alpha; 1399 SkXfermode::Mode mode; 1400 getAlphaAndMode(paint, &alpha, &mode); 1401 1402 float x = left; 1403 float y = top; 1404 1405 GLenum filter = GL_LINEAR; 1406 bool ignoreTransform = false; 1407 if (mSnapshot->transform->isPureTranslate()) { 1408 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1409 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1410 ignoreTransform = true; 1411 filter = GL_NEAREST; 1412 } else { 1413 filter = FILTER(paint); 1414 } 1415 1416 setupDraw(); 1417 setupDrawWithTexture(true); 1418 if (paint) { 1419 setupDrawAlpha8Color(paint->getColor(), alpha); 1420 } 1421 setupDrawColorFilter(); 1422 setupDrawShader(); 1423 setupDrawBlending(true, mode); 1424 setupDrawProgram(); 1425 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1426 1427 setupDrawTexture(texture->id); 1428 texture->setWrap(GL_CLAMP_TO_EDGE); 1429 texture->setFilter(filter); 1430 1431 setupDrawPureColorUniforms(); 1432 setupDrawColorFilterUniforms(); 1433 setupDrawShaderUniforms(); 1434 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1435 1436 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1437 1438 finishDrawTexture(); 1439} 1440 1441void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1442 const float right = left + bitmap->width(); 1443 const float bottom = top + bitmap->height(); 1444 1445 if (quickReject(left, top, right, bottom)) { 1446 return; 1447 } 1448 1449 mCaches.activeTexture(0); 1450 Texture* texture = mCaches.textureCache.get(bitmap); 1451 if (!texture) return; 1452 const AutoTexture autoCleanup(texture); 1453 1454 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1455 drawAlphaBitmap(texture, left, top, paint); 1456 } else { 1457 drawTextureRect(left, top, right, bottom, texture, paint); 1458 } 1459} 1460 1461void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1462 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1463 const mat4 transform(*matrix); 1464 transform.mapRect(r); 1465 1466 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1467 return; 1468 } 1469 1470 mCaches.activeTexture(0); 1471 Texture* texture = mCaches.textureCache.get(bitmap); 1472 if (!texture) return; 1473 const AutoTexture autoCleanup(texture); 1474 1475 // This could be done in a cheaper way, all we need is pass the matrix 1476 // to the vertex shader. The save/restore is a bit overkill. 1477 save(SkCanvas::kMatrix_SaveFlag); 1478 concatMatrix(matrix); 1479 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1480 restore(); 1481} 1482 1483void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1484 float* vertices, int* colors, SkPaint* paint) { 1485 // TODO: Do a quickReject 1486 if (!vertices || mSnapshot->isIgnored()) { 1487 return; 1488 } 1489 1490 mCaches.activeTexture(0); 1491 Texture* texture = mCaches.textureCache.get(bitmap); 1492 if (!texture) return; 1493 const AutoTexture autoCleanup(texture); 1494 1495 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1496 texture->setFilter(FILTER(paint), true); 1497 1498 int alpha; 1499 SkXfermode::Mode mode; 1500 getAlphaAndMode(paint, &alpha, &mode); 1501 1502 const uint32_t count = meshWidth * meshHeight * 6; 1503 1504 float left = FLT_MAX; 1505 float top = FLT_MAX; 1506 float right = FLT_MIN; 1507 float bottom = FLT_MIN; 1508 1509#if RENDER_LAYERS_AS_REGIONS 1510 const bool hasActiveLayer = hasLayer(); 1511#else 1512 const bool hasActiveLayer = false; 1513#endif 1514 1515 // TODO: Support the colors array 1516 TextureVertex mesh[count]; 1517 TextureVertex* vertex = mesh; 1518 for (int32_t y = 0; y < meshHeight; y++) { 1519 for (int32_t x = 0; x < meshWidth; x++) { 1520 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1521 1522 float u1 = float(x) / meshWidth; 1523 float u2 = float(x + 1) / meshWidth; 1524 float v1 = float(y) / meshHeight; 1525 float v2 = float(y + 1) / meshHeight; 1526 1527 int ax = i + (meshWidth + 1) * 2; 1528 int ay = ax + 1; 1529 int bx = i; 1530 int by = bx + 1; 1531 int cx = i + 2; 1532 int cy = cx + 1; 1533 int dx = i + (meshWidth + 1) * 2 + 2; 1534 int dy = dx + 1; 1535 1536 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1537 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1538 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1539 1540 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1541 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1542 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1543 1544#if RENDER_LAYERS_AS_REGIONS 1545 if (hasActiveLayer) { 1546 // TODO: This could be optimized to avoid unnecessary ops 1547 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1548 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1549 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1550 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1551 } 1552#endif 1553 } 1554 } 1555 1556#if RENDER_LAYERS_AS_REGIONS 1557 if (hasActiveLayer) { 1558 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1559 } 1560#endif 1561 1562 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1563 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1564 GL_TRIANGLES, count, false, false, 0, false, false); 1565} 1566 1567void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1568 float srcLeft, float srcTop, float srcRight, float srcBottom, 1569 float dstLeft, float dstTop, float dstRight, float dstBottom, 1570 SkPaint* paint) { 1571 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1572 return; 1573 } 1574 1575 mCaches.activeTexture(0); 1576 Texture* texture = mCaches.textureCache.get(bitmap); 1577 if (!texture) return; 1578 const AutoTexture autoCleanup(texture); 1579 1580 const float width = texture->width; 1581 const float height = texture->height; 1582 1583 const float u1 = fmax(0.0f, srcLeft / width); 1584 const float v1 = fmax(0.0f, srcTop / height); 1585 const float u2 = fmin(1.0f, srcRight / width); 1586 const float v2 = fmin(1.0f, srcBottom / height); 1587 1588 mCaches.unbindMeshBuffer(); 1589 resetDrawTextureTexCoords(u1, v1, u2, v2); 1590 1591 int alpha; 1592 SkXfermode::Mode mode; 1593 getAlphaAndMode(paint, &alpha, &mode); 1594 1595 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1596 1597 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 1598 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1599 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1600 1601 GLenum filter = GL_NEAREST; 1602 // Enable linear filtering if the source rectangle is scaled 1603 if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) { 1604 filter = FILTER(paint); 1605 } 1606 1607 texture->setFilter(filter, true); 1608 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1609 texture->id, alpha / 255.0f, mode, texture->blend, 1610 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1611 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1612 } else { 1613 texture->setFilter(FILTER(paint), true); 1614 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1615 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1616 GL_TRIANGLE_STRIP, gMeshCount); 1617 } 1618 1619 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1620} 1621 1622void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1623 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1624 float left, float top, float right, float bottom, SkPaint* paint) { 1625 if (quickReject(left, top, right, bottom)) { 1626 return; 1627 } 1628 1629 mCaches.activeTexture(0); 1630 Texture* texture = mCaches.textureCache.get(bitmap); 1631 if (!texture) return; 1632 const AutoTexture autoCleanup(texture); 1633 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1634 texture->setFilter(GL_LINEAR, true); 1635 1636 int alpha; 1637 SkXfermode::Mode mode; 1638 getAlphaAndMode(paint, &alpha, &mode); 1639 1640 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1641 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1642 1643 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 1644 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1645#if RENDER_LAYERS_AS_REGIONS 1646 // Mark the current layer dirty where we are going to draw the patch 1647 if (hasLayer() && mesh->hasEmptyQuads) { 1648 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1649 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1650 const size_t count = mesh->quads.size(); 1651 for (size_t i = 0; i < count; i++) { 1652 const Rect& bounds = mesh->quads.itemAt(i); 1653 if (CC_LIKELY(pureTranslate)) { 1654 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1655 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1656 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1657 } else { 1658 dirtyLayer(left + bounds.left, top + bounds.top, 1659 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1660 } 1661 } 1662 } 1663#endif 1664 1665 if (CC_LIKELY(pureTranslate)) { 1666 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1667 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1668 1669 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1670 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1671 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1672 true, !mesh->hasEmptyQuads); 1673 } else { 1674 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1675 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1676 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1677 true, !mesh->hasEmptyQuads); 1678 } 1679 } 1680} 1681 1682/** 1683 * This function uses a similar approach to that of AA lines in the drawLines() function. 1684 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment 1685 * shader to compute the translucency of the color, determined by whether a given pixel is 1686 * within that boundary region and how far into the region it is. 1687 */ 1688void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom, 1689 int color, SkXfermode::Mode mode) { 1690 float inverseScaleX = 1.0f; 1691 float inverseScaleY = 1.0f; 1692 // The quad that we use needs to account for scaling. 1693 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 1694 Matrix4 *mat = mSnapshot->transform; 1695 float m00 = mat->data[Matrix4::kScaleX]; 1696 float m01 = mat->data[Matrix4::kSkewY]; 1697 float m02 = mat->data[2]; 1698 float m10 = mat->data[Matrix4::kSkewX]; 1699 float m11 = mat->data[Matrix4::kScaleX]; 1700 float m12 = mat->data[6]; 1701 float scaleX = sqrt(m00 * m00 + m01 * m01); 1702 float scaleY = sqrt(m10 * m10 + m11 * m11); 1703 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1704 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1705 } 1706 1707 setupDraw(); 1708 setupDrawNoTexture(); 1709 setupDrawAALine(); 1710 setupDrawColor(color); 1711 setupDrawColorFilter(); 1712 setupDrawShader(); 1713 setupDrawBlending(true, mode); 1714 setupDrawProgram(); 1715 setupDrawModelViewIdentity(true); 1716 setupDrawColorUniforms(); 1717 setupDrawColorFilterUniforms(); 1718 setupDrawShaderIdentityUniforms(); 1719 1720 AAVertex rects[4]; 1721 AAVertex* aaVertices = &rects[0]; 1722 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1723 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1724 1725 float boundarySizeX = .5 * inverseScaleX; 1726 float boundarySizeY = .5 * inverseScaleY; 1727 1728 // Adjust the rect by the AA boundary padding 1729 left -= boundarySizeX; 1730 right += boundarySizeX; 1731 top -= boundarySizeY; 1732 bottom += boundarySizeY; 1733 1734 float width = right - left; 1735 float height = bottom - top; 1736 1737 int widthSlot; 1738 int lengthSlot; 1739 1740 float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0; 1741 float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0; 1742 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, 1743 boundaryWidthProportion, widthSlot, lengthSlot); 1744 1745 int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1746 int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1747 glUniform1f(boundaryLengthSlot, boundaryHeightProportion); 1748 glUniform1f(inverseBoundaryLengthSlot, (1.0f / boundaryHeightProportion)); 1749 1750 if (!quickReject(left, top, right, bottom)) { 1751 AAVertex::set(aaVertices++, left, bottom, 1, 1); 1752 AAVertex::set(aaVertices++, left, top, 1, 0); 1753 AAVertex::set(aaVertices++, right, bottom, 0, 1); 1754 AAVertex::set(aaVertices++, right, top, 0, 0); 1755 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1756 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 1757 } 1758 1759 finishDrawAALine(widthSlot, lengthSlot); 1760} 1761 1762/** 1763 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1764 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1765 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1766 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 1767 * of the line. Hairlines are more involved because we need to account for transform scaling 1768 * to end up with a one-pixel-wide line in screen space.. 1769 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 1770 * in combination with values that we calculate and pass down in this method. The basic approach 1771 * is that the quad we create contains both the core line area plus a bounding area in which 1772 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 1773 * proportion of the width and the length of a given segment is represented by the boundary 1774 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 1775 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 1776 * on the inside). This ends up giving the result we want, with pixels that are completely 1777 * 'inside' the line area being filled opaquely and the other pixels being filled according to 1778 * how far into the boundary region they are, which is determined by shader interpolation. 1779 */ 1780void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1781 if (mSnapshot->isIgnored()) return; 1782 1783 const bool isAA = paint->isAntiAlias(); 1784 // We use half the stroke width here because we're going to position the quad 1785 // corner vertices half of the width away from the line endpoints 1786 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 1787 // A stroke width of 0 has a special meaning in Skia: 1788 // it draws a line 1 px wide regardless of current transform 1789 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1790 1791 float inverseScaleX = 1.0f; 1792 float inverseScaleY = 1.0f; 1793 bool scaled = false; 1794 1795 int alpha; 1796 SkXfermode::Mode mode; 1797 1798 int generatedVerticesCount = 0; 1799 int verticesCount = count; 1800 if (count > 4) { 1801 // Polyline: account for extra vertices needed for continuous tri-strip 1802 verticesCount += (count - 4); 1803 } 1804 1805 if (isHairLine || isAA) { 1806 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 1807 // the line on the screen should always be one pixel wide regardless of scale. For 1808 // AA lines, we only want one pixel of translucent boundary around the quad. 1809 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 1810 Matrix4 *mat = mSnapshot->transform; 1811 float m00 = mat->data[Matrix4::kScaleX]; 1812 float m01 = mat->data[Matrix4::kSkewY]; 1813 float m02 = mat->data[2]; 1814 float m10 = mat->data[Matrix4::kSkewX]; 1815 float m11 = mat->data[Matrix4::kScaleX]; 1816 float m12 = mat->data[6]; 1817 1818 float scaleX = sqrtf(m00 * m00 + m01 * m01); 1819 float scaleY = sqrtf(m10 * m10 + m11 * m11); 1820 1821 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1822 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1823 1824 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 1825 scaled = true; 1826 } 1827 } 1828 } 1829 1830 getAlphaAndMode(paint, &alpha, &mode); 1831 setupDraw(); 1832 setupDrawNoTexture(); 1833 if (isAA) { 1834 setupDrawAALine(); 1835 } 1836 setupDrawColor(paint->getColor(), alpha); 1837 setupDrawColorFilter(); 1838 setupDrawShader(); 1839 setupDrawBlending(isAA, mode); 1840 setupDrawProgram(); 1841 setupDrawModelViewIdentity(true); 1842 setupDrawColorUniforms(); 1843 setupDrawColorFilterUniforms(); 1844 setupDrawShaderIdentityUniforms(); 1845 1846 if (isHairLine) { 1847 // Set a real stroke width to be used in quad construction 1848 halfStrokeWidth = isAA? 1 : .5; 1849 } else if (isAA && !scaled) { 1850 // Expand boundary to enable AA calculations on the quad border 1851 halfStrokeWidth += .5f; 1852 } 1853 1854 int widthSlot; 1855 int lengthSlot; 1856 1857 Vertex lines[verticesCount]; 1858 Vertex* vertices = &lines[0]; 1859 1860 AAVertex wLines[verticesCount]; 1861 AAVertex* aaVertices = &wLines[0]; 1862 1863 if (CC_UNLIKELY(!isAA)) { 1864 setupDrawVertices(vertices); 1865 } else { 1866 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1867 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1868 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 1869 // AA stroke width (the base stroke width expanded by a half pixel on either side). 1870 // This value is used in the fragment shader to determine how to fill fragments. 1871 // We will need to calculate the actual width proportion on each segment for 1872 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 1873 float boundaryWidthProportion = 1 / (2 * halfStrokeWidth); 1874 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, 1875 boundaryWidthProportion, widthSlot, lengthSlot); 1876 } 1877 1878 AAVertex* prevAAVertex = NULL; 1879 Vertex* prevVertex = NULL; 1880 1881 int boundaryLengthSlot = -1; 1882 int inverseBoundaryLengthSlot = -1; 1883 int boundaryWidthSlot = -1; 1884 int inverseBoundaryWidthSlot = -1; 1885 1886 for (int i = 0; i < count; i += 4) { 1887 // a = start point, b = end point 1888 vec2 a(points[i], points[i + 1]); 1889 vec2 b(points[i + 2], points[i + 3]); 1890 1891 float length = 0; 1892 float boundaryLengthProportion = 0; 1893 float boundaryWidthProportion = 0; 1894 1895 // Find the normal to the line 1896 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 1897 if (isHairLine) { 1898 if (isAA) { 1899 float wideningFactor; 1900 if (fabs(n.x) >= fabs(n.y)) { 1901 wideningFactor = fabs(1.0f / n.x); 1902 } else { 1903 wideningFactor = fabs(1.0f / n.y); 1904 } 1905 n *= wideningFactor; 1906 } 1907 1908 if (scaled) { 1909 n.x *= inverseScaleX; 1910 n.y *= inverseScaleY; 1911 } 1912 } else if (scaled) { 1913 // Extend n by .5 pixel on each side, post-transform 1914 vec2 extendedN = n.copyNormalized(); 1915 extendedN /= 2; 1916 extendedN.x *= inverseScaleX; 1917 extendedN.y *= inverseScaleY; 1918 1919 float extendedNLength = extendedN.length(); 1920 // We need to set this value on the shader prior to drawing 1921 boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength); 1922 n += extendedN; 1923 } 1924 1925 float x = n.x; 1926 n.x = -n.y; 1927 n.y = x; 1928 1929 // aa lines expand the endpoint vertices to encompass the AA boundary 1930 if (isAA) { 1931 vec2 abVector = (b - a); 1932 length = abVector.length(); 1933 abVector.normalize(); 1934 1935 if (scaled) { 1936 abVector.x *= inverseScaleX; 1937 abVector.y *= inverseScaleY; 1938 float abLength = abVector.length(); 1939 boundaryLengthProportion = abLength / (length + abLength); 1940 } else { 1941 boundaryLengthProportion = .5 / (length + 1); 1942 } 1943 1944 abVector /= 2; 1945 a -= abVector; 1946 b += abVector; 1947 } 1948 1949 // Four corners of the rectangle defining a thick line 1950 vec2 p1 = a - n; 1951 vec2 p2 = a + n; 1952 vec2 p3 = b + n; 1953 vec2 p4 = b - n; 1954 1955 1956 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1957 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1958 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1959 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1960 1961 if (!quickReject(left, top, right, bottom)) { 1962 if (!isAA) { 1963 if (prevVertex != NULL) { 1964 // Issue two repeat vertices to create degenerate triangles to bridge 1965 // between the previous line and the new one. This is necessary because 1966 // we are creating a single triangle_strip which will contain 1967 // potentially discontinuous line segments. 1968 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 1969 Vertex::set(vertices++, p1.x, p1.y); 1970 generatedVerticesCount += 2; 1971 } 1972 1973 Vertex::set(vertices++, p1.x, p1.y); 1974 Vertex::set(vertices++, p2.x, p2.y); 1975 Vertex::set(vertices++, p4.x, p4.y); 1976 Vertex::set(vertices++, p3.x, p3.y); 1977 1978 prevVertex = vertices - 1; 1979 generatedVerticesCount += 4; 1980 } else { 1981 if (!isHairLine && scaled) { 1982 // Must set width proportions per-segment for scaled non-hairlines to use the 1983 // correct AA boundary dimensions 1984 if (boundaryWidthSlot < 0) { 1985 boundaryWidthSlot = 1986 mCaches.currentProgram->getUniform("boundaryWidth"); 1987 inverseBoundaryWidthSlot = 1988 mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1989 } 1990 1991 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1992 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1993 } 1994 1995 if (boundaryLengthSlot < 0) { 1996 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1997 inverseBoundaryLengthSlot = 1998 mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1999 } 2000 2001 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 2002 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion)); 2003 2004 if (prevAAVertex != NULL) { 2005 // Issue two repeat vertices to create degenerate triangles to bridge 2006 // between the previous line and the new one. This is necessary because 2007 // we are creating a single triangle_strip which will contain 2008 // potentially discontinuous line segments. 2009 AAVertex::set(aaVertices++,prevAAVertex->position[0], 2010 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 2011 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2012 generatedVerticesCount += 2; 2013 } 2014 2015 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2016 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 2017 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 2018 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 2019 2020 prevAAVertex = aaVertices - 1; 2021 generatedVerticesCount += 4; 2022 } 2023 2024 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 2025 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 2026 *mSnapshot->transform); 2027 } 2028 } 2029 2030 if (generatedVerticesCount > 0) { 2031 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 2032 } 2033 2034 if (isAA) { 2035 finishDrawAALine(widthSlot, lengthSlot); 2036 } 2037} 2038 2039void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2040 if (mSnapshot->isIgnored()) return; 2041 2042 // TODO: The paint's cap style defines whether the points are square or circular 2043 // TODO: Handle AA for round points 2044 2045 // A stroke width of 0 has a special meaning in Skia: 2046 // it draws an unscaled 1px point 2047 float strokeWidth = paint->getStrokeWidth(); 2048 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 2049 if (isHairLine) { 2050 // Now that we know it's hairline, we can set the effective width, to be used later 2051 strokeWidth = 1.0f; 2052 } 2053 const float halfWidth = strokeWidth / 2; 2054 int alpha; 2055 SkXfermode::Mode mode; 2056 getAlphaAndMode(paint, &alpha, &mode); 2057 2058 int verticesCount = count >> 1; 2059 int generatedVerticesCount = 0; 2060 2061 TextureVertex pointsData[verticesCount]; 2062 TextureVertex* vertex = &pointsData[0]; 2063 2064 setupDraw(); 2065 setupDrawNoTexture(); 2066 setupDrawPoint(strokeWidth); 2067 setupDrawColor(paint->getColor(), alpha); 2068 setupDrawColorFilter(); 2069 setupDrawShader(); 2070 setupDrawBlending(mode); 2071 setupDrawProgram(); 2072 setupDrawModelViewIdentity(true); 2073 setupDrawColorUniforms(); 2074 setupDrawColorFilterUniforms(); 2075 setupDrawPointUniforms(); 2076 setupDrawShaderIdentityUniforms(); 2077 setupDrawMesh(vertex); 2078 2079 for (int i = 0; i < count; i += 2) { 2080 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 2081 generatedVerticesCount++; 2082 2083 float left = points[i] - halfWidth; 2084 float right = points[i] + halfWidth; 2085 float top = points[i + 1] - halfWidth; 2086 float bottom = points [i + 1] + halfWidth; 2087 2088 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 2089 } 2090 2091 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 2092} 2093 2094void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2095 // No need to check against the clip, we fill the clip region 2096 if (mSnapshot->isIgnored()) return; 2097 2098 Rect& clip(*mSnapshot->clipRect); 2099 clip.snapToPixelBoundaries(); 2100 2101 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2102} 2103 2104void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 2105 if (!texture) return; 2106 const AutoTexture autoCleanup(texture); 2107 2108 const float x = left + texture->left - texture->offset; 2109 const float y = top + texture->top - texture->offset; 2110 2111 drawPathTexture(texture, x, y, paint); 2112} 2113 2114void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2115 float rx, float ry, SkPaint* paint) { 2116 if (mSnapshot->isIgnored()) return; 2117 2118 mCaches.activeTexture(0); 2119 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 2120 right - left, bottom - top, rx, ry, paint); 2121 drawShape(left, top, texture, paint); 2122} 2123 2124void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 2125 if (mSnapshot->isIgnored()) return; 2126 2127 mCaches.activeTexture(0); 2128 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 2129 drawShape(x - radius, y - radius, texture, paint); 2130} 2131 2132void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 2133 if (mSnapshot->isIgnored()) return; 2134 2135 mCaches.activeTexture(0); 2136 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 2137 drawShape(left, top, texture, paint); 2138} 2139 2140void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2141 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 2142 if (mSnapshot->isIgnored()) return; 2143 2144 if (fabs(sweepAngle) >= 360.0f) { 2145 drawOval(left, top, right, bottom, paint); 2146 return; 2147 } 2148 2149 mCaches.activeTexture(0); 2150 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2151 startAngle, sweepAngle, useCenter, paint); 2152 drawShape(left, top, texture, paint); 2153} 2154 2155void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 2156 SkPaint* paint) { 2157 if (mSnapshot->isIgnored()) return; 2158 2159 mCaches.activeTexture(0); 2160 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 2161 drawShape(left, top, texture, paint); 2162} 2163 2164void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2165 if (p->getStyle() != SkPaint::kFill_Style) { 2166 drawRectAsShape(left, top, right, bottom, p); 2167 return; 2168 } 2169 2170 if (quickReject(left, top, right, bottom)) { 2171 return; 2172 } 2173 2174 SkXfermode::Mode mode; 2175 if (!mCaches.extensions.hasFramebufferFetch()) { 2176 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 2177 if (!isMode) { 2178 // Assume SRC_OVER 2179 mode = SkXfermode::kSrcOver_Mode; 2180 } 2181 } else { 2182 mode = getXfermode(p->getXfermode()); 2183 } 2184 2185 int color = p->getColor(); 2186 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2187 drawAARect(left, top, right, bottom, color, mode); 2188 } else { 2189 drawColorRect(left, top, right, bottom, color, mode); 2190 } 2191} 2192 2193void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2194 const float* positions, SkPaint* paint) { 2195 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2196 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2197 return; 2198 } 2199 2200 // NOTE: Skia does not support perspective transform on drawPosText yet 2201 if (!mSnapshot->transform->isSimple()) { 2202 return; 2203 } 2204 2205 float x = 0.0f; 2206 float y = 0.0f; 2207 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2208 if (pureTranslate) { 2209 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2210 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2211 } 2212 2213 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2214 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2215 paint->getTextSize()); 2216 2217 int alpha; 2218 SkXfermode::Mode mode; 2219 getAlphaAndMode(paint, &alpha, &mode); 2220 2221 // Pick the appropriate texture filtering 2222 bool linearFilter = mSnapshot->transform->changesBounds(); 2223 if (pureTranslate && !linearFilter) { 2224 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2225 } 2226 2227 mCaches.activeTexture(0); 2228 setupDraw(); 2229 setupDrawDirtyRegionsDisabled(); 2230 setupDrawWithTexture(true); 2231 setupDrawAlpha8Color(paint->getColor(), alpha); 2232 setupDrawColorFilter(); 2233 setupDrawShader(); 2234 setupDrawBlending(true, mode); 2235 setupDrawProgram(); 2236 setupDrawModelView(x, y, x, y, pureTranslate, true); 2237 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2238 setupDrawPureColorUniforms(); 2239 setupDrawColorFilterUniforms(); 2240 setupDrawShaderUniforms(pureTranslate); 2241 2242 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2243 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2244 2245#if RENDER_LAYERS_AS_REGIONS 2246 const bool hasActiveLayer = hasLayer(); 2247#else 2248 const bool hasActiveLayer = false; 2249#endif 2250 2251 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2252 positions, hasActiveLayer ? &bounds : NULL)) { 2253#if RENDER_LAYERS_AS_REGIONS 2254 if (hasActiveLayer) { 2255 if (!pureTranslate) { 2256 mSnapshot->transform->mapRect(bounds); 2257 } 2258 dirtyLayerUnchecked(bounds, getRegion()); 2259 } 2260#endif 2261 } 2262} 2263 2264void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2265 float x, float y, SkPaint* paint, float length) { 2266 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2267 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2268 return; 2269 } 2270 2271 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2272 switch (paint->getTextAlign()) { 2273 case SkPaint::kCenter_Align: 2274 x -= length / 2.0f; 2275 break; 2276 case SkPaint::kRight_Align: 2277 x -= length; 2278 break; 2279 default: 2280 break; 2281 } 2282 2283 SkPaint::FontMetrics metrics; 2284 paint->getFontMetrics(&metrics, 0.0f); 2285 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2286 return; 2287 } 2288 2289 const float oldX = x; 2290 const float oldY = y; 2291 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2292 if (CC_LIKELY(pureTranslate)) { 2293 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2294 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2295 } 2296 2297#if DEBUG_GLYPHS 2298 ALOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface())); 2299#endif 2300 2301 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2302 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2303 paint->getTextSize()); 2304 2305 int alpha; 2306 SkXfermode::Mode mode; 2307 getAlphaAndMode(paint, &alpha, &mode); 2308 2309 if (CC_UNLIKELY(mHasShadow)) { 2310 mCaches.activeTexture(0); 2311 2312 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2313 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2314 paint, text, bytesCount, count, mShadowRadius); 2315 const AutoTexture autoCleanup(shadow); 2316 2317 const float sx = oldX - shadow->left + mShadowDx; 2318 const float sy = oldY - shadow->top + mShadowDy; 2319 2320 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 2321 int shadowColor = mShadowColor; 2322 if (mShader) { 2323 shadowColor = 0xffffffff; 2324 } 2325 2326 setupDraw(); 2327 setupDrawWithTexture(true); 2328 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2329 setupDrawColorFilter(); 2330 setupDrawShader(); 2331 setupDrawBlending(true, mode); 2332 setupDrawProgram(); 2333 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2334 setupDrawTexture(shadow->id); 2335 setupDrawPureColorUniforms(); 2336 setupDrawColorFilterUniforms(); 2337 setupDrawShaderUniforms(); 2338 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2339 2340 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2341 } 2342 2343 // Pick the appropriate texture filtering 2344 bool linearFilter = mSnapshot->transform->changesBounds(); 2345 if (pureTranslate && !linearFilter) { 2346 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2347 } 2348 2349 mCaches.activeTexture(0); 2350 setupDraw(); 2351 setupDrawDirtyRegionsDisabled(); 2352 setupDrawWithTexture(true); 2353 setupDrawAlpha8Color(paint->getColor(), alpha); 2354 setupDrawColorFilter(); 2355 setupDrawShader(); 2356 setupDrawBlending(true, mode); 2357 setupDrawProgram(); 2358 setupDrawModelView(x, y, x, y, pureTranslate, true); 2359 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2360 setupDrawPureColorUniforms(); 2361 setupDrawColorFilterUniforms(); 2362 setupDrawShaderUniforms(pureTranslate); 2363 2364 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2365 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2366 2367#if RENDER_LAYERS_AS_REGIONS 2368 const bool hasActiveLayer = hasLayer(); 2369#else 2370 const bool hasActiveLayer = false; 2371#endif 2372 2373 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 2374 hasActiveLayer ? &bounds : NULL)) { 2375#if RENDER_LAYERS_AS_REGIONS 2376 if (hasActiveLayer) { 2377 if (!pureTranslate) { 2378 mSnapshot->transform->mapRect(bounds); 2379 } 2380 dirtyLayerUnchecked(bounds, getRegion()); 2381 } 2382#endif 2383 } 2384 2385 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2386} 2387 2388void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2389 float hOffset, float vOffset, SkPaint* paint) { 2390 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2391 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2392 return; 2393 } 2394 2395 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2396 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2397 paint->getTextSize()); 2398 2399 int alpha; 2400 SkXfermode::Mode mode; 2401 getAlphaAndMode(paint, &alpha, &mode); 2402 2403 mCaches.activeTexture(0); 2404 setupDraw(); 2405 setupDrawDirtyRegionsDisabled(); 2406 setupDrawWithTexture(true); 2407 setupDrawAlpha8Color(paint->getColor(), alpha); 2408 setupDrawColorFilter(); 2409 setupDrawShader(); 2410 setupDrawBlending(true, mode); 2411 setupDrawProgram(); 2412 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2413 setupDrawTexture(fontRenderer.getTexture(true)); 2414 setupDrawPureColorUniforms(); 2415 setupDrawColorFilterUniforms(); 2416 setupDrawShaderUniforms(false); 2417 2418 const Rect* clip = &mSnapshot->getLocalClip(); 2419 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2420 2421#if RENDER_LAYERS_AS_REGIONS 2422 const bool hasActiveLayer = hasLayer(); 2423#else 2424 const bool hasActiveLayer = false; 2425#endif 2426 2427 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2428 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2429#if RENDER_LAYERS_AS_REGIONS 2430 if (hasActiveLayer) { 2431 mSnapshot->transform->mapRect(bounds); 2432 dirtyLayerUnchecked(bounds, getRegion()); 2433 } 2434#endif 2435 } 2436} 2437 2438void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2439 if (mSnapshot->isIgnored()) return; 2440 2441 mCaches.activeTexture(0); 2442 2443 // TODO: Perform early clip test before we rasterize the path 2444 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2445 if (!texture) return; 2446 const AutoTexture autoCleanup(texture); 2447 2448 const float x = texture->left - texture->offset; 2449 const float y = texture->top - texture->offset; 2450 2451 drawPathTexture(texture, x, y, paint); 2452} 2453 2454void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2455 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 2456 return; 2457 } 2458 2459 if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) { 2460 OpenGLRenderer* renderer = layer->renderer; 2461 Rect& dirty = layer->dirtyRect; 2462 2463 interrupt(); 2464 renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight()); 2465 renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend()); 2466 renderer->drawDisplayList(layer->displayList, layer->getWidth(), layer->getHeight(), 2467 dirty, DisplayList::kReplayFlag_ClipChildren); 2468 renderer->finish(); 2469 resume(); 2470 2471 dirty.setEmpty(); 2472 layer->deferredUpdateScheduled = false; 2473 layer->renderer = NULL; 2474 layer->displayList = NULL; 2475 } 2476 2477 mCaches.activeTexture(0); 2478 2479 int alpha; 2480 SkXfermode::Mode mode; 2481 getAlphaAndMode(paint, &alpha, &mode); 2482 2483 layer->setAlpha(alpha, mode); 2484 2485#if RENDER_LAYERS_AS_REGIONS 2486 if (CC_LIKELY(!layer->region.isEmpty())) { 2487 if (layer->region.isRect()) { 2488 composeLayerRect(layer, layer->regionRect); 2489 } else if (layer->mesh) { 2490 const float a = alpha / 255.0f; 2491 const Rect& rect = layer->layer; 2492 2493 setupDraw(); 2494 setupDrawWithTexture(); 2495 setupDrawColor(a, a, a, a); 2496 setupDrawColorFilter(); 2497 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2498 setupDrawProgram(); 2499 setupDrawPureColorUniforms(); 2500 setupDrawColorFilterUniforms(); 2501 setupDrawTexture(layer->getTexture()); 2502 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2503 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2504 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2505 2506 layer->setFilter(GL_NEAREST); 2507 setupDrawModelViewTranslate(x, y, 2508 x + layer->layer.getWidth(), y + layer->layer.getHeight(), true); 2509 } else { 2510 layer->setFilter(GL_LINEAR); 2511 setupDrawModelViewTranslate(x, y, 2512 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2513 } 2514 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2515 2516 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2517 GL_UNSIGNED_SHORT, layer->meshIndices); 2518 2519 finishDrawTexture(); 2520 2521#if DEBUG_LAYERS_AS_REGIONS 2522 drawRegionRects(layer->region); 2523#endif 2524 } 2525 } 2526#else 2527 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2528 composeLayerRect(layer, r); 2529#endif 2530} 2531 2532/////////////////////////////////////////////////////////////////////////////// 2533// Shaders 2534/////////////////////////////////////////////////////////////////////////////// 2535 2536void OpenGLRenderer::resetShader() { 2537 mShader = NULL; 2538} 2539 2540void OpenGLRenderer::setupShader(SkiaShader* shader) { 2541 mShader = shader; 2542 if (mShader) { 2543 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2544 } 2545} 2546 2547/////////////////////////////////////////////////////////////////////////////// 2548// Color filters 2549/////////////////////////////////////////////////////////////////////////////// 2550 2551void OpenGLRenderer::resetColorFilter() { 2552 mColorFilter = NULL; 2553} 2554 2555void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2556 mColorFilter = filter; 2557} 2558 2559/////////////////////////////////////////////////////////////////////////////// 2560// Drop shadow 2561/////////////////////////////////////////////////////////////////////////////// 2562 2563void OpenGLRenderer::resetShadow() { 2564 mHasShadow = false; 2565} 2566 2567void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2568 mHasShadow = true; 2569 mShadowRadius = radius; 2570 mShadowDx = dx; 2571 mShadowDy = dy; 2572 mShadowColor = color; 2573} 2574 2575/////////////////////////////////////////////////////////////////////////////// 2576// Draw filters 2577/////////////////////////////////////////////////////////////////////////////// 2578 2579void OpenGLRenderer::resetPaintFilter() { 2580 mHasDrawFilter = false; 2581} 2582 2583void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2584 mHasDrawFilter = true; 2585 mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 2586 mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 2587} 2588 2589SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 2590 if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint; 2591 2592 uint32_t flags = paint->getFlags(); 2593 2594 mFilteredPaint = *paint; 2595 mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits); 2596 2597 return &mFilteredPaint; 2598} 2599 2600/////////////////////////////////////////////////////////////////////////////// 2601// Drawing implementation 2602/////////////////////////////////////////////////////////////////////////////// 2603 2604void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2605 float x, float y, SkPaint* paint) { 2606 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2607 return; 2608 } 2609 2610 int alpha; 2611 SkXfermode::Mode mode; 2612 getAlphaAndMode(paint, &alpha, &mode); 2613 2614 setupDraw(); 2615 setupDrawWithTexture(true); 2616 setupDrawAlpha8Color(paint->getColor(), alpha); 2617 setupDrawColorFilter(); 2618 setupDrawShader(); 2619 setupDrawBlending(true, mode); 2620 setupDrawProgram(); 2621 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2622 setupDrawTexture(texture->id); 2623 setupDrawPureColorUniforms(); 2624 setupDrawColorFilterUniforms(); 2625 setupDrawShaderUniforms(); 2626 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2627 2628 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2629 2630 finishDrawTexture(); 2631} 2632 2633// Same values used by Skia 2634#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2635#define kStdUnderline_Offset (1.0f / 9.0f) 2636#define kStdUnderline_Thickness (1.0f / 18.0f) 2637 2638void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2639 float x, float y, SkPaint* paint) { 2640 // Handle underline and strike-through 2641 uint32_t flags = paint->getFlags(); 2642 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2643 SkPaint paintCopy(*paint); 2644 float underlineWidth = length; 2645 // If length is > 0.0f, we already measured the text for the text alignment 2646 if (length <= 0.0f) { 2647 underlineWidth = paintCopy.measureText(text, bytesCount); 2648 } 2649 2650 float offsetX = 0; 2651 switch (paintCopy.getTextAlign()) { 2652 case SkPaint::kCenter_Align: 2653 offsetX = underlineWidth * 0.5f; 2654 break; 2655 case SkPaint::kRight_Align: 2656 offsetX = underlineWidth; 2657 break; 2658 default: 2659 break; 2660 } 2661 2662 if (CC_LIKELY(underlineWidth > 0.0f)) { 2663 const float textSize = paintCopy.getTextSize(); 2664 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2665 2666 const float left = x - offsetX; 2667 float top = 0.0f; 2668 2669 int linesCount = 0; 2670 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2671 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2672 2673 const int pointsCount = 4 * linesCount; 2674 float points[pointsCount]; 2675 int currentPoint = 0; 2676 2677 if (flags & SkPaint::kUnderlineText_Flag) { 2678 top = y + textSize * kStdUnderline_Offset; 2679 points[currentPoint++] = left; 2680 points[currentPoint++] = top; 2681 points[currentPoint++] = left + underlineWidth; 2682 points[currentPoint++] = top; 2683 } 2684 2685 if (flags & SkPaint::kStrikeThruText_Flag) { 2686 top = y + textSize * kStdStrikeThru_Offset; 2687 points[currentPoint++] = left; 2688 points[currentPoint++] = top; 2689 points[currentPoint++] = left + underlineWidth; 2690 points[currentPoint++] = top; 2691 } 2692 2693 paintCopy.setStrokeWidth(strokeWidth); 2694 2695 drawLines(&points[0], pointsCount, &paintCopy); 2696 } 2697 } 2698} 2699 2700void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2701 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2702 // If a shader is set, preserve only the alpha 2703 if (mShader) { 2704 color |= 0x00ffffff; 2705 } 2706 2707 setupDraw(); 2708 setupDrawNoTexture(); 2709 setupDrawColor(color); 2710 setupDrawShader(); 2711 setupDrawColorFilter(); 2712 setupDrawBlending(mode); 2713 setupDrawProgram(); 2714 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2715 setupDrawColorUniforms(); 2716 setupDrawShaderUniforms(ignoreTransform); 2717 setupDrawColorFilterUniforms(); 2718 setupDrawSimpleMesh(); 2719 2720 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2721} 2722 2723void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2724 Texture* texture, SkPaint* paint) { 2725 int alpha; 2726 SkXfermode::Mode mode; 2727 getAlphaAndMode(paint, &alpha, &mode); 2728 2729 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2730 2731 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2732 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2733 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2734 2735 texture->setFilter(GL_NEAREST, true); 2736 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2737 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2738 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2739 } else { 2740 texture->setFilter(FILTER(paint), true); 2741 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2742 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2743 GL_TRIANGLE_STRIP, gMeshCount); 2744 } 2745} 2746 2747void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2748 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2749 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2750 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2751} 2752 2753void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2754 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2755 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2756 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2757 2758 setupDraw(); 2759 setupDrawWithTexture(); 2760 setupDrawColor(alpha, alpha, alpha, alpha); 2761 setupDrawColorFilter(); 2762 setupDrawBlending(blend, mode, swapSrcDst); 2763 setupDrawProgram(); 2764 if (!dirty) { 2765 setupDrawDirtyRegionsDisabled(); 2766 } 2767 if (!ignoreScale) { 2768 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2769 } else { 2770 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2771 } 2772 setupDrawPureColorUniforms(); 2773 setupDrawColorFilterUniforms(); 2774 setupDrawTexture(texture); 2775 setupDrawMesh(vertices, texCoords, vbo); 2776 2777 glDrawArrays(drawMode, 0, elementsCount); 2778 2779 finishDrawTexture(); 2780} 2781 2782void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2783 ProgramDescription& description, bool swapSrcDst) { 2784 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2785 if (blend) { 2786 // These blend modes are not supported by OpenGL directly and have 2787 // to be implemented using shaders. Since the shader will perform 2788 // the blending, turn blending off here 2789 // If the blend mode cannot be implemented using shaders, fall 2790 // back to the default SrcOver blend mode instead 2791 if CC_UNLIKELY((mode > SkXfermode::kScreen_Mode)) { 2792 if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) { 2793 description.framebufferMode = mode; 2794 description.swapSrcDst = swapSrcDst; 2795 2796 if (mCaches.blend) { 2797 glDisable(GL_BLEND); 2798 mCaches.blend = false; 2799 } 2800 2801 return; 2802 } else { 2803 mode = SkXfermode::kSrcOver_Mode; 2804 } 2805 } 2806 2807 if (!mCaches.blend) { 2808 glEnable(GL_BLEND); 2809 } 2810 2811 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2812 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2813 2814 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2815 glBlendFunc(sourceMode, destMode); 2816 mCaches.lastSrcMode = sourceMode; 2817 mCaches.lastDstMode = destMode; 2818 } 2819 } else if (mCaches.blend) { 2820 glDisable(GL_BLEND); 2821 } 2822 mCaches.blend = blend; 2823} 2824 2825bool OpenGLRenderer::useProgram(Program* program) { 2826 if (!program->isInUse()) { 2827 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2828 program->use(); 2829 mCaches.currentProgram = program; 2830 return false; 2831 } 2832 return true; 2833} 2834 2835void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2836 TextureVertex* v = &mMeshVertices[0]; 2837 TextureVertex::setUV(v++, u1, v1); 2838 TextureVertex::setUV(v++, u2, v1); 2839 TextureVertex::setUV(v++, u1, v2); 2840 TextureVertex::setUV(v++, u2, v2); 2841} 2842 2843void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2844 if (paint) { 2845 *mode = getXfermode(paint->getXfermode()); 2846 2847 // Skia draws using the color's alpha channel if < 255 2848 // Otherwise, it uses the paint's alpha 2849 int color = paint->getColor(); 2850 *alpha = (color >> 24) & 0xFF; 2851 if (*alpha == 255) { 2852 *alpha = paint->getAlpha(); 2853 } 2854 } else { 2855 *mode = SkXfermode::kSrcOver_Mode; 2856 *alpha = 255; 2857 } 2858 *alpha *= mSnapshot->alpha; 2859} 2860 2861SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 2862 SkXfermode::Mode resultMode; 2863 if (!SkXfermode::AsMode(mode, &resultMode)) { 2864 resultMode = SkXfermode::kSrcOver_Mode; 2865 } 2866 return resultMode; 2867} 2868 2869}; // namespace uirenderer 2870}; // namespace android 2871