OpenGLRenderer.cpp revision ad44445c772efe66fdf063aa8f78d7ae3233570e
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <private/hwui/DrawGlInfo.h> 30 31#include <ui/Rect.h> 32 33#include "OpenGLRenderer.h" 34#include "DisplayListRenderer.h" 35#include "Vector.h" 36 37namespace android { 38namespace uirenderer { 39 40/////////////////////////////////////////////////////////////////////////////// 41// Defines 42/////////////////////////////////////////////////////////////////////////////// 43 44#define RAD_TO_DEG (180.0f / 3.14159265f) 45#define MIN_ANGLE 0.001f 46 47// TODO: This should be set in properties 48#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 49 50/////////////////////////////////////////////////////////////////////////////// 51// Globals 52/////////////////////////////////////////////////////////////////////////////// 53 54/** 55 * Structure mapping Skia xfermodes to OpenGL blending factors. 56 */ 57struct Blender { 58 SkXfermode::Mode mode; 59 GLenum src; 60 GLenum dst; 61}; // struct Blender 62 63// In this array, the index of each Blender equals the value of the first 64// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 65static const Blender gBlends[] = { 66 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 67 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 68 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 69 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 70 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 71 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 72 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 73 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 74 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 75 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 76 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 77 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 78}; 79 80// This array contains the swapped version of each SkXfermode. For instance 81// this array's SrcOver blending mode is actually DstOver. You can refer to 82// createLayer() for more information on the purpose of this array. 83static const Blender gBlendsSwap[] = { 84 { SkXfermode::kClear_Mode, GL_ZERO, GL_ZERO }, 85 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 86 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 87 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 88 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 89 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 90 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 91 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 92 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 93 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 94 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 95 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA } 96}; 97 98static const GLenum gTextureUnits[] = { 99 GL_TEXTURE0, 100 GL_TEXTURE1, 101 GL_TEXTURE2 102}; 103 104/////////////////////////////////////////////////////////////////////////////// 105// Constructors/destructor 106/////////////////////////////////////////////////////////////////////////////// 107 108OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 109 mShader = NULL; 110 mColorFilter = NULL; 111 mHasShadow = false; 112 113 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 114 115 mFirstSnapshot = new Snapshot; 116} 117 118OpenGLRenderer::~OpenGLRenderer() { 119 // The context has already been destroyed at this point, do not call 120 // GL APIs. All GL state should be kept in Caches.h 121} 122 123/////////////////////////////////////////////////////////////////////////////// 124// Setup 125/////////////////////////////////////////////////////////////////////////////// 126 127void OpenGLRenderer::setViewport(int width, int height) { 128 glViewport(0, 0, width, height); 129 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 130 131 mWidth = width; 132 mHeight = height; 133 134 mFirstSnapshot->height = height; 135 mFirstSnapshot->viewport.set(0, 0, width, height); 136 137 mDirtyClip = false; 138} 139 140void OpenGLRenderer::prepare(bool opaque) { 141 prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 142} 143 144void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 145 mCaches.clearGarbage(); 146 147 mSnapshot = new Snapshot(mFirstSnapshot, 148 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 149 mSnapshot->fbo = getTargetFbo(); 150 151 mSaveCount = 1; 152 153 glViewport(0, 0, mWidth, mHeight); 154 155 glDisable(GL_DITHER); 156 157 glEnable(GL_SCISSOR_TEST); 158 glScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 159 mSnapshot->setClip(left, top, right, bottom); 160 161 if (!opaque) { 162 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 163 glClear(GL_COLOR_BUFFER_BIT); 164 } 165} 166 167void OpenGLRenderer::finish() { 168#if DEBUG_OPENGL 169 GLenum status = GL_NO_ERROR; 170 while ((status = glGetError()) != GL_NO_ERROR) { 171 LOGD("GL error from OpenGLRenderer: 0x%x", status); 172 switch (status) { 173 case GL_OUT_OF_MEMORY: 174 LOGE(" OpenGLRenderer is out of memory!"); 175 break; 176 } 177 } 178#endif 179#if DEBUG_MEMORY_USAGE 180 mCaches.dumpMemoryUsage(); 181#else 182 if (mCaches.getDebugLevel() & kDebugMemory) { 183 mCaches.dumpMemoryUsage(); 184 } 185#endif 186} 187 188void OpenGLRenderer::interrupt() { 189 if (mCaches.currentProgram) { 190 if (mCaches.currentProgram->isInUse()) { 191 mCaches.currentProgram->remove(); 192 mCaches.currentProgram = NULL; 193 } 194 } 195 mCaches.unbindMeshBuffer(); 196} 197 198void OpenGLRenderer::resume() { 199 glViewport(0, 0, mSnapshot->viewport.getWidth(), mSnapshot->viewport.getHeight()); 200 201 glEnable(GL_SCISSOR_TEST); 202 dirtyClip(); 203 204 glDisable(GL_DITHER); 205 206 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 207 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 208 209 mCaches.blend = true; 210 glEnable(GL_BLEND); 211 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 212 glBlendEquation(GL_FUNC_ADD); 213} 214 215bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) { 216 interrupt(); 217 if (mDirtyClip) { 218 setScissorFromClip(); 219 } 220 221 Rect clip(*mSnapshot->clipRect); 222 clip.snapToPixelBoundaries(); 223 224#if RENDER_LAYERS_AS_REGIONS 225 // Since we don't know what the functor will draw, let's dirty 226 // tne entire clip region 227 if (hasLayer()) { 228 dirtyLayerUnchecked(clip, getRegion()); 229 } 230#endif 231 232 DrawGlInfo info; 233 info.clipLeft = clip.left; 234 info.clipTop = clip.top; 235 info.clipRight = clip.right; 236 info.clipBottom = clip.bottom; 237 info.isLayer = hasLayer(); 238 getSnapshot()->transform->copyTo(&info.transform[0]); 239 240 status_t result = (*functor)(0, &info); 241 242 if (result != 0) { 243 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 244 dirty.unionWith(localDirty); 245 } 246 247 resume(); 248 return result != 0; 249} 250 251/////////////////////////////////////////////////////////////////////////////// 252// State management 253/////////////////////////////////////////////////////////////////////////////// 254 255int OpenGLRenderer::getSaveCount() const { 256 return mSaveCount; 257} 258 259int OpenGLRenderer::save(int flags) { 260 return saveSnapshot(flags); 261} 262 263void OpenGLRenderer::restore() { 264 if (mSaveCount > 1) { 265 restoreSnapshot(); 266 } 267} 268 269void OpenGLRenderer::restoreToCount(int saveCount) { 270 if (saveCount < 1) saveCount = 1; 271 272 while (mSaveCount > saveCount) { 273 restoreSnapshot(); 274 } 275} 276 277int OpenGLRenderer::saveSnapshot(int flags) { 278 mSnapshot = new Snapshot(mSnapshot, flags); 279 return mSaveCount++; 280} 281 282bool OpenGLRenderer::restoreSnapshot() { 283 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 284 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 285 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 286 287 sp<Snapshot> current = mSnapshot; 288 sp<Snapshot> previous = mSnapshot->previous; 289 290 if (restoreOrtho) { 291 Rect& r = previous->viewport; 292 glViewport(r.left, r.top, r.right, r.bottom); 293 mOrthoMatrix.load(current->orthoMatrix); 294 } 295 296 mSaveCount--; 297 mSnapshot = previous; 298 299 if (restoreClip) { 300 dirtyClip(); 301 } 302 303 if (restoreLayer) { 304 composeLayer(current, previous); 305 } 306 307 return restoreClip; 308} 309 310/////////////////////////////////////////////////////////////////////////////// 311// Layers 312/////////////////////////////////////////////////////////////////////////////// 313 314int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 315 SkPaint* p, int flags) { 316 const GLuint previousFbo = mSnapshot->fbo; 317 const int count = saveSnapshot(flags); 318 319 if (!mSnapshot->isIgnored()) { 320 int alpha = 255; 321 SkXfermode::Mode mode; 322 323 if (p) { 324 alpha = p->getAlpha(); 325 if (!mCaches.extensions.hasFramebufferFetch()) { 326 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 327 if (!isMode) { 328 // Assume SRC_OVER 329 mode = SkXfermode::kSrcOver_Mode; 330 } 331 } else { 332 mode = getXfermode(p->getXfermode()); 333 } 334 } else { 335 mode = SkXfermode::kSrcOver_Mode; 336 } 337 338 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 339 } 340 341 return count; 342} 343 344int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 345 int alpha, int flags) { 346 if (alpha >= 255 - ALPHA_THRESHOLD) { 347 return saveLayer(left, top, right, bottom, NULL, flags); 348 } else { 349 SkPaint paint; 350 paint.setAlpha(alpha); 351 return saveLayer(left, top, right, bottom, &paint, flags); 352 } 353} 354 355/** 356 * Layers are viewed by Skia are slightly different than layers in image editing 357 * programs (for instance.) When a layer is created, previously created layers 358 * and the frame buffer still receive every drawing command. For instance, if a 359 * layer is created and a shape intersecting the bounds of the layers and the 360 * framebuffer is draw, the shape will be drawn on both (unless the layer was 361 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 362 * 363 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 364 * texture. Unfortunately, this is inefficient as it requires every primitive to 365 * be drawn n + 1 times, where n is the number of active layers. In practice this 366 * means, for every primitive: 367 * - Switch active frame buffer 368 * - Change viewport, clip and projection matrix 369 * - Issue the drawing 370 * 371 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 372 * To avoid this, layers are implemented in a different way here, at least in the 373 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 374 * is set. When this flag is set we can redirect all drawing operations into a 375 * single FBO. 376 * 377 * This implementation relies on the frame buffer being at least RGBA 8888. When 378 * a layer is created, only a texture is created, not an FBO. The content of the 379 * frame buffer contained within the layer's bounds is copied into this texture 380 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 381 * buffer and drawing continues as normal. This technique therefore treats the 382 * frame buffer as a scratch buffer for the layers. 383 * 384 * To compose the layers back onto the frame buffer, each layer texture 385 * (containing the original frame buffer data) is drawn as a simple quad over 386 * the frame buffer. The trick is that the quad is set as the composition 387 * destination in the blending equation, and the frame buffer becomes the source 388 * of the composition. 389 * 390 * Drawing layers with an alpha value requires an extra step before composition. 391 * An empty quad is drawn over the layer's region in the frame buffer. This quad 392 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 393 * quad is used to multiply the colors in the frame buffer. This is achieved by 394 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 395 * GL_ZERO, GL_SRC_ALPHA. 396 * 397 * Because glCopyTexImage2D() can be slow, an alternative implementation might 398 * be use to draw a single clipped layer. The implementation described above 399 * is correct in every case. 400 * 401 * (1) The frame buffer is actually not cleared right away. To allow the GPU 402 * to potentially optimize series of calls to glCopyTexImage2D, the frame 403 * buffer is left untouched until the first drawing operation. Only when 404 * something actually gets drawn are the layers regions cleared. 405 */ 406bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 407 float right, float bottom, int alpha, SkXfermode::Mode mode, 408 int flags, GLuint previousFbo) { 409 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 410 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 411 412 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 413 414 // Window coordinates of the layer 415 Rect bounds(left, top, right, bottom); 416 if (!fboLayer) { 417 mSnapshot->transform->mapRect(bounds); 418 419 // Layers only make sense if they are in the framebuffer's bounds 420 if (bounds.intersect(*snapshot->clipRect)) { 421 // We cannot work with sub-pixels in this case 422 bounds.snapToPixelBoundaries(); 423 424 // When the layer is not an FBO, we may use glCopyTexImage so we 425 // need to make sure the layer does not extend outside the bounds 426 // of the framebuffer 427 if (!bounds.intersect(snapshot->previous->viewport)) { 428 bounds.setEmpty(); 429 } 430 } else { 431 bounds.setEmpty(); 432 } 433 } 434 435 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 436 bounds.getHeight() > mCaches.maxTextureSize) { 437 snapshot->empty = fboLayer; 438 } else { 439 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 440 } 441 442 // Bail out if we won't draw in this snapshot 443 if (snapshot->invisible || snapshot->empty) { 444 return false; 445 } 446 447 glActiveTexture(gTextureUnits[0]); 448 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 449 if (!layer) { 450 return false; 451 } 452 453 layer->mode = mode; 454 layer->alpha = alpha; 455 layer->layer.set(bounds); 456 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->height), 457 bounds.getWidth() / float(layer->width), 0.0f); 458 layer->colorFilter = mColorFilter; 459 460 // Save the layer in the snapshot 461 snapshot->flags |= Snapshot::kFlagIsLayer; 462 snapshot->layer = layer; 463 464 if (fboLayer) { 465 return createFboLayer(layer, bounds, snapshot, previousFbo); 466 } else { 467 // Copy the framebuffer into the layer 468 glBindTexture(GL_TEXTURE_2D, layer->texture); 469 if (!bounds.isEmpty()) { 470 if (layer->empty) { 471 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bounds.left, 472 snapshot->height - bounds.bottom, layer->width, layer->height, 0); 473 layer->empty = false; 474 } else { 475 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 476 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 477 } 478 479 // Clear the framebuffer where the layer will draw 480 glScissor(bounds.left, mSnapshot->height - bounds.bottom, 481 bounds.getWidth(), bounds.getHeight()); 482 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 483 glClear(GL_COLOR_BUFFER_BIT); 484 485 dirtyClip(); 486 } 487 } 488 489 return true; 490} 491 492bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 493 GLuint previousFbo) { 494 layer->fbo = mCaches.fboCache.get(); 495 496#if RENDER_LAYERS_AS_REGIONS 497 snapshot->region = &snapshot->layer->region; 498 snapshot->flags |= Snapshot::kFlagFboTarget; 499#endif 500 501 Rect clip(bounds); 502 snapshot->transform->mapRect(clip); 503 clip.intersect(*snapshot->clipRect); 504 clip.snapToPixelBoundaries(); 505 clip.intersect(snapshot->previous->viewport); 506 507 mat4 inverse; 508 inverse.loadInverse(*mSnapshot->transform); 509 510 inverse.mapRect(clip); 511 clip.snapToPixelBoundaries(); 512 clip.intersect(bounds); 513 clip.translate(-bounds.left, -bounds.top); 514 515 snapshot->flags |= Snapshot::kFlagIsFboLayer; 516 snapshot->fbo = layer->fbo; 517 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 518 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 519 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 520 snapshot->height = bounds.getHeight(); 521 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 522 snapshot->orthoMatrix.load(mOrthoMatrix); 523 524 // Bind texture to FBO 525 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo); 526 glBindTexture(GL_TEXTURE_2D, layer->texture); 527 528 // Initialize the texture if needed 529 if (layer->empty) { 530 layer->empty = false; 531 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, 532 GL_RGBA, GL_UNSIGNED_BYTE, NULL); 533 } 534 535 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 536 layer->texture, 0); 537 538#if DEBUG_LAYERS_AS_REGIONS 539 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 540 if (status != GL_FRAMEBUFFER_COMPLETE) { 541 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 542 543 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 544 glDeleteTextures(1, &layer->texture); 545 mCaches.fboCache.put(layer->fbo); 546 547 delete layer; 548 549 return false; 550 } 551#endif 552 553 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 554 glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 555 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 556 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 557 glClear(GL_COLOR_BUFFER_BIT); 558 559 dirtyClip(); 560 561 // Change the ortho projection 562 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 563 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 564 565 return true; 566} 567 568/** 569 * Read the documentation of createLayer() before doing anything in this method. 570 */ 571void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 572 if (!current->layer) { 573 LOGE("Attempting to compose a layer that does not exist"); 574 return; 575 } 576 577 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 578 579 if (fboLayer) { 580 // Unbind current FBO and restore previous one 581 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 582 } 583 584 Layer* layer = current->layer; 585 const Rect& rect = layer->layer; 586 587 if (!fboLayer && layer->alpha < 255) { 588 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 589 layer->alpha << 24, SkXfermode::kDstIn_Mode, true); 590 // Required below, composeLayerRect() will divide by 255 591 layer->alpha = 255; 592 } 593 594 mCaches.unbindMeshBuffer(); 595 596 glActiveTexture(gTextureUnits[0]); 597 598 // When the layer is stored in an FBO, we can save a bit of fillrate by 599 // drawing only the dirty region 600 if (fboLayer) { 601 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 602 if (layer->colorFilter) { 603 setupColorFilter(layer->colorFilter); 604 } 605 composeLayerRegion(layer, rect); 606 if (layer->colorFilter) { 607 resetColorFilter(); 608 } 609 } else { 610 if (!rect.isEmpty()) { 611 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 612 composeLayerRect(layer, rect, true); 613 } 614 } 615 616 if (fboLayer) { 617 // Detach the texture from the FBO 618 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 619 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 620 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 621 622 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 623 mCaches.fboCache.put(current->fbo); 624 } 625 626 dirtyClip(); 627 628 // Failing to add the layer to the cache should happen only if the layer is too large 629 if (!mCaches.layerCache.put(layer)) { 630 LAYER_LOGD("Deleting layer"); 631 glDeleteTextures(1, &layer->texture); 632 delete layer; 633 } 634} 635 636void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 637 float alpha = layer->alpha / 255.0f; 638 639 setupDraw(); 640 setupDrawWithExternalTexture(); 641 setupDrawColor(alpha, alpha, alpha, alpha); 642 setupDrawColorFilter(); 643 setupDrawBlending(layer->blend, layer->mode); 644 setupDrawProgram(); 645 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 646 setupDrawPureColorUniforms(); 647 setupDrawColorFilterUniforms(); 648 setupDrawExternalTexture(layer->texture); 649 setupDrawTextureTransform(layer->texTransform); 650 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 651 652 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 653 654 finishDrawTexture(); 655} 656 657void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 658 if (!layer->isTextureLayer) { 659 const Rect& texCoords = layer->texCoords; 660 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 661 texCoords.right, texCoords.bottom); 662 663 drawTextureMesh(rect.left, rect.top, rect.right, rect.bottom, layer->texture, 664 layer->alpha / 255.0f, layer->mode, layer->blend, &mMeshVertices[0].position[0], 665 &mMeshVertices[0].texture[0], GL_TRIANGLE_STRIP, gMeshCount, swap, swap); 666 667 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 668 } else { 669 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 670 drawTextureLayer(layer, rect); 671 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 672 } 673} 674 675void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 676#if RENDER_LAYERS_AS_REGIONS 677 if (layer->region.isRect()) { 678 layer->setRegionAsRect(); 679 680 composeLayerRect(layer, layer->regionRect); 681 682 layer->region.clear(); 683 return; 684 } 685 686 if (!layer->region.isEmpty()) { 687 size_t count; 688 const android::Rect* rects = layer->region.getArray(&count); 689 690 const float alpha = layer->alpha / 255.0f; 691 const float texX = 1.0f / float(layer->width); 692 const float texY = 1.0f / float(layer->height); 693 const float height = rect.getHeight(); 694 695 TextureVertex* mesh = mCaches.getRegionMesh(); 696 GLsizei numQuads = 0; 697 698 setupDraw(); 699 setupDrawWithTexture(); 700 setupDrawColor(alpha, alpha, alpha, alpha); 701 setupDrawColorFilter(); 702 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 703 setupDrawProgram(); 704 setupDrawDirtyRegionsDisabled(); 705 setupDrawPureColorUniforms(); 706 setupDrawColorFilterUniforms(); 707 setupDrawTexture(layer->texture); 708 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 709 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]); 710 711 for (size_t i = 0; i < count; i++) { 712 const android::Rect* r = &rects[i]; 713 714 const float u1 = r->left * texX; 715 const float v1 = (height - r->top) * texY; 716 const float u2 = r->right * texX; 717 const float v2 = (height - r->bottom) * texY; 718 719 // TODO: Reject quads outside of the clip 720 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 721 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 722 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 723 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 724 725 numQuads++; 726 727 if (numQuads >= REGION_MESH_QUAD_COUNT) { 728 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 729 numQuads = 0; 730 mesh = mCaches.getRegionMesh(); 731 } 732 } 733 734 if (numQuads > 0) { 735 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 736 } 737 738 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 739 finishDrawTexture(); 740 741#if DEBUG_LAYERS_AS_REGIONS 742 drawRegionRects(layer->region); 743#endif 744 745 layer->region.clear(); 746 } 747#else 748 composeLayerRect(layer, rect); 749#endif 750} 751 752void OpenGLRenderer::drawRegionRects(const Region& region) { 753#if DEBUG_LAYERS_AS_REGIONS 754 size_t count; 755 const android::Rect* rects = region.getArray(&count); 756 757 uint32_t colors[] = { 758 0x7fff0000, 0x7f00ff00, 759 0x7f0000ff, 0x7fff00ff, 760 }; 761 762 int offset = 0; 763 int32_t top = rects[0].top; 764 765 for (size_t i = 0; i < count; i++) { 766 if (top != rects[i].top) { 767 offset ^= 0x2; 768 top = rects[i].top; 769 } 770 771 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 772 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 773 SkXfermode::kSrcOver_Mode); 774 } 775#endif 776} 777 778void OpenGLRenderer::dirtyLayer(const float left, const float top, 779 const float right, const float bottom, const mat4 transform) { 780#if RENDER_LAYERS_AS_REGIONS 781 if (hasLayer()) { 782 Rect bounds(left, top, right, bottom); 783 transform.mapRect(bounds); 784 dirtyLayerUnchecked(bounds, getRegion()); 785 } 786#endif 787} 788 789void OpenGLRenderer::dirtyLayer(const float left, const float top, 790 const float right, const float bottom) { 791#if RENDER_LAYERS_AS_REGIONS 792 if (hasLayer()) { 793 Rect bounds(left, top, right, bottom); 794 dirtyLayerUnchecked(bounds, getRegion()); 795 } 796#endif 797} 798 799void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 800#if RENDER_LAYERS_AS_REGIONS 801 if (bounds.intersect(*mSnapshot->clipRect)) { 802 bounds.snapToPixelBoundaries(); 803 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 804 if (!dirty.isEmpty()) { 805 region->orSelf(dirty); 806 } 807 } 808#endif 809} 810 811/////////////////////////////////////////////////////////////////////////////// 812// Transforms 813/////////////////////////////////////////////////////////////////////////////// 814 815void OpenGLRenderer::translate(float dx, float dy) { 816 mSnapshot->transform->translate(dx, dy, 0.0f); 817} 818 819void OpenGLRenderer::rotate(float degrees) { 820 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 821} 822 823void OpenGLRenderer::scale(float sx, float sy) { 824 mSnapshot->transform->scale(sx, sy, 1.0f); 825} 826 827void OpenGLRenderer::skew(float sx, float sy) { 828 mSnapshot->transform->skew(sx, sy); 829} 830 831void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 832 mSnapshot->transform->load(*matrix); 833} 834 835const float* OpenGLRenderer::getMatrix() const { 836 if (mSnapshot->fbo != 0) { 837 return &mSnapshot->transform->data[0]; 838 } 839 return &mIdentity.data[0]; 840} 841 842void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 843 mSnapshot->transform->copyTo(*matrix); 844} 845 846void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 847 SkMatrix transform; 848 mSnapshot->transform->copyTo(transform); 849 transform.preConcat(*matrix); 850 mSnapshot->transform->load(transform); 851} 852 853/////////////////////////////////////////////////////////////////////////////// 854// Clipping 855/////////////////////////////////////////////////////////////////////////////// 856 857void OpenGLRenderer::setScissorFromClip() { 858 Rect clip(*mSnapshot->clipRect); 859 clip.snapToPixelBoundaries(); 860 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 861 mDirtyClip = false; 862} 863 864const Rect& OpenGLRenderer::getClipBounds() { 865 return mSnapshot->getLocalClip(); 866} 867 868bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 869 if (mSnapshot->isIgnored()) { 870 return true; 871 } 872 873 Rect r(left, top, right, bottom); 874 mSnapshot->transform->mapRect(r); 875 r.snapToPixelBoundaries(); 876 877 Rect clipRect(*mSnapshot->clipRect); 878 clipRect.snapToPixelBoundaries(); 879 880 return !clipRect.intersects(r); 881} 882 883bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 884 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 885 if (clipped) { 886 dirtyClip(); 887 } 888 return !mSnapshot->clipRect->isEmpty(); 889} 890 891/////////////////////////////////////////////////////////////////////////////// 892// Drawing commands 893/////////////////////////////////////////////////////////////////////////////// 894 895void OpenGLRenderer::setupDraw() { 896 if (mDirtyClip) { 897 setScissorFromClip(); 898 } 899 mDescription.reset(); 900 mSetShaderColor = false; 901 mColorSet = false; 902 mColorA = mColorR = mColorG = mColorB = 0.0f; 903 mTextureUnit = 0; 904 mTrackDirtyRegions = true; 905 mTexCoordsSlot = -1; 906} 907 908void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 909 mDescription.hasTexture = true; 910 mDescription.hasAlpha8Texture = isAlpha8; 911} 912 913void OpenGLRenderer::setupDrawWithExternalTexture() { 914 mDescription.hasExternalTexture = true; 915} 916 917void OpenGLRenderer::setupDrawAALine() { 918 mDescription.hasWidth = true; 919} 920 921void OpenGLRenderer::setupDrawPoint(float pointSize) { 922 mDescription.isPoint = true; 923 mDescription.pointSize = pointSize; 924} 925 926void OpenGLRenderer::setupDrawColor(int color) { 927 setupDrawColor(color, (color >> 24) & 0xFF); 928} 929 930void OpenGLRenderer::setupDrawColor(int color, int alpha) { 931 mColorA = alpha / 255.0f; 932 // Second divide of a by 255 is an optimization, allowing us to simply multiply 933 // the rgb values by a instead of also dividing by 255 934 const float a = mColorA / 255.0f; 935 mColorR = a * ((color >> 16) & 0xFF); 936 mColorG = a * ((color >> 8) & 0xFF); 937 mColorB = a * ((color ) & 0xFF); 938 mColorSet = true; 939 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 940} 941 942void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 943 mColorA = alpha / 255.0f; 944 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 945 // the rgb values by a instead of also dividing by 255 946 const float a = mColorA / 255.0f; 947 mColorR = a * ((color >> 16) & 0xFF); 948 mColorG = a * ((color >> 8) & 0xFF); 949 mColorB = a * ((color ) & 0xFF); 950 mColorSet = true; 951 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 952} 953 954void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 955 mColorA = a; 956 mColorR = r; 957 mColorG = g; 958 mColorB = b; 959 mColorSet = true; 960 mSetShaderColor = mDescription.setColor(r, g, b, a); 961} 962 963void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 964 mColorA = a; 965 mColorR = r; 966 mColorG = g; 967 mColorB = b; 968 mColorSet = true; 969 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 970} 971 972void OpenGLRenderer::setupDrawShader() { 973 if (mShader) { 974 mShader->describe(mDescription, mCaches.extensions); 975 } 976} 977 978void OpenGLRenderer::setupDrawColorFilter() { 979 if (mColorFilter) { 980 mColorFilter->describe(mDescription, mCaches.extensions); 981 } 982} 983 984void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 985 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 986 mDescription, swapSrcDst); 987} 988 989void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 990 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 991 mDescription, swapSrcDst); 992} 993 994void OpenGLRenderer::setupDrawProgram() { 995 useProgram(mCaches.programCache.get(mDescription)); 996} 997 998void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 999 mTrackDirtyRegions = false; 1000} 1001 1002void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1003 bool ignoreTransform) { 1004 mModelView.loadTranslate(left, top, 0.0f); 1005 if (!ignoreTransform) { 1006 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1007 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1008 } else { 1009 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1010 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1011 } 1012} 1013 1014void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1015 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1016} 1017 1018void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1019 bool ignoreTransform, bool ignoreModelView) { 1020 if (!ignoreModelView) { 1021 mModelView.loadTranslate(left, top, 0.0f); 1022 mModelView.scale(right - left, bottom - top, 1.0f); 1023 } else { 1024 mModelView.loadIdentity(); 1025 } 1026 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1027 if (!ignoreTransform) { 1028 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1029 if (mTrackDirtyRegions && dirty) { 1030 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1031 } 1032 } else { 1033 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1034 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1035 } 1036} 1037 1038void OpenGLRenderer::setupDrawPointUniforms() { 1039 int slot = mCaches.currentProgram->getUniform("pointSize"); 1040 glUniform1f(slot, mDescription.pointSize); 1041} 1042 1043void OpenGLRenderer::setupDrawColorUniforms() { 1044 if (mColorSet || (mShader && mSetShaderColor)) { 1045 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1046 } 1047} 1048 1049void OpenGLRenderer::setupDrawPureColorUniforms() { 1050 if (mSetShaderColor) { 1051 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1052 } 1053} 1054 1055void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1056 if (mShader) { 1057 if (ignoreTransform) { 1058 mModelView.loadInverse(*mSnapshot->transform); 1059 } 1060 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1061 } 1062} 1063 1064void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1065 if (mShader) { 1066 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1067 } 1068} 1069 1070void OpenGLRenderer::setupDrawColorFilterUniforms() { 1071 if (mColorFilter) { 1072 mColorFilter->setupProgram(mCaches.currentProgram); 1073 } 1074} 1075 1076void OpenGLRenderer::setupDrawSimpleMesh() { 1077 mCaches.bindMeshBuffer(); 1078 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1079 gMeshStride, 0); 1080} 1081 1082void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1083 bindTexture(texture); 1084 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1085 1086 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1087 glEnableVertexAttribArray(mTexCoordsSlot); 1088} 1089 1090void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1091 bindExternalTexture(texture); 1092 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1093 1094 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1095 glEnableVertexAttribArray(mTexCoordsSlot); 1096} 1097 1098void OpenGLRenderer::setupDrawTextureTransform(mat4& transform) { 1099 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1100 GL_FALSE, &transform.data[0]); 1101} 1102 1103void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1104 if (!vertices) { 1105 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1106 } else { 1107 mCaches.unbindMeshBuffer(); 1108 } 1109 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1110 gMeshStride, vertices); 1111 if (mTexCoordsSlot >= 0) { 1112 glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1113 } 1114} 1115 1116void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1117 mCaches.unbindMeshBuffer(); 1118 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1119 gVertexStride, vertices); 1120} 1121 1122/** 1123 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1124 * outer boundary that fades out to 0. The variables set in the shader define the width of the 1125 * core line primitive ("width") and the width of the fading boundary ("boundaryWidth"). The 1126 * "vtxDistance" attribute (one per vertex) is a value from zero to one that tells the fragment 1127 * shader where the fragment is in relation to the line width overall; this value is then used 1128 * to compute the proper color, based on whether the fragment lies in the fading AA region of 1129 * the line. 1130 */ 1131void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* distanceCoords, float strokeWidth) { 1132 mCaches.unbindMeshBuffer(); 1133 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1134 gAlphaVertexStride, vertices); 1135 int distanceSlot = mCaches.currentProgram->getAttrib("vtxDistance"); 1136 glEnableVertexAttribArray(distanceSlot); 1137 glVertexAttribPointer(distanceSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, distanceCoords); 1138 int widthSlot = mCaches.currentProgram->getUniform("width"); 1139 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1140 int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1141 float boundaryWidth = (1 - strokeWidth) / 2; 1142 glUniform1f(widthSlot, strokeWidth); 1143 glUniform1f(boundaryWidthSlot, boundaryWidth); 1144 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidth)); 1145} 1146 1147void OpenGLRenderer::finishDrawTexture() { 1148 glDisableVertexAttribArray(mTexCoordsSlot); 1149} 1150 1151/////////////////////////////////////////////////////////////////////////////// 1152// Drawing 1153/////////////////////////////////////////////////////////////////////////////// 1154 1155bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height, 1156 Rect& dirty, uint32_t level) { 1157 if (quickReject(0.0f, 0.0f, width, height)) { 1158 return false; 1159 } 1160 1161 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1162 // will be performed by the display list itself 1163 if (displayList) { 1164 return displayList->replay(*this, dirty, level); 1165 } 1166 1167 return false; 1168} 1169 1170void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1171 int alpha; 1172 SkXfermode::Mode mode; 1173 getAlphaAndMode(paint, &alpha, &mode); 1174 1175 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1176 1177 float x = left; 1178 float y = top; 1179 1180 bool ignoreTransform = false; 1181 if (mSnapshot->transform->isPureTranslate()) { 1182 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1183 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1184 ignoreTransform = true; 1185 } 1186 1187 setupDraw(); 1188 setupDrawWithTexture(true); 1189 if (paint) { 1190 setupDrawAlpha8Color(paint->getColor(), alpha); 1191 } 1192 setupDrawColorFilter(); 1193 setupDrawShader(); 1194 setupDrawBlending(true, mode); 1195 setupDrawProgram(); 1196 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1197 setupDrawTexture(texture->id); 1198 setupDrawPureColorUniforms(); 1199 setupDrawColorFilterUniforms(); 1200 setupDrawShaderUniforms(); 1201 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1202 1203 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1204 1205 finishDrawTexture(); 1206} 1207 1208void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1209 const float right = left + bitmap->width(); 1210 const float bottom = top + bitmap->height(); 1211 1212 if (quickReject(left, top, right, bottom)) { 1213 return; 1214 } 1215 1216 glActiveTexture(gTextureUnits[0]); 1217 Texture* texture = mCaches.textureCache.get(bitmap); 1218 if (!texture) return; 1219 const AutoTexture autoCleanup(texture); 1220 1221 if (bitmap->getConfig() == SkBitmap::kA8_Config) { 1222 drawAlphaBitmap(texture, left, top, paint); 1223 } else { 1224 drawTextureRect(left, top, right, bottom, texture, paint); 1225 } 1226} 1227 1228void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1229 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1230 const mat4 transform(*matrix); 1231 transform.mapRect(r); 1232 1233 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1234 return; 1235 } 1236 1237 glActiveTexture(gTextureUnits[0]); 1238 Texture* texture = mCaches.textureCache.get(bitmap); 1239 if (!texture) return; 1240 const AutoTexture autoCleanup(texture); 1241 1242 // This could be done in a cheaper way, all we need is pass the matrix 1243 // to the vertex shader. The save/restore is a bit overkill. 1244 save(SkCanvas::kMatrix_SaveFlag); 1245 concatMatrix(matrix); 1246 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1247 restore(); 1248} 1249 1250void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1251 float* vertices, int* colors, SkPaint* paint) { 1252 // TODO: Do a quickReject 1253 if (!vertices || mSnapshot->isIgnored()) { 1254 return; 1255 } 1256 1257 glActiveTexture(gTextureUnits[0]); 1258 Texture* texture = mCaches.textureCache.get(bitmap); 1259 if (!texture) return; 1260 const AutoTexture autoCleanup(texture); 1261 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1262 1263 int alpha; 1264 SkXfermode::Mode mode; 1265 getAlphaAndMode(paint, &alpha, &mode); 1266 1267 const uint32_t count = meshWidth * meshHeight * 6; 1268 1269 float left = FLT_MAX; 1270 float top = FLT_MAX; 1271 float right = FLT_MIN; 1272 float bottom = FLT_MIN; 1273 1274#if RENDER_LAYERS_AS_REGIONS 1275 bool hasActiveLayer = hasLayer(); 1276#else 1277 bool hasActiveLayer = false; 1278#endif 1279 1280 // TODO: Support the colors array 1281 TextureVertex mesh[count]; 1282 TextureVertex* vertex = mesh; 1283 for (int32_t y = 0; y < meshHeight; y++) { 1284 for (int32_t x = 0; x < meshWidth; x++) { 1285 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1286 1287 float u1 = float(x) / meshWidth; 1288 float u2 = float(x + 1) / meshWidth; 1289 float v1 = float(y) / meshHeight; 1290 float v2 = float(y + 1) / meshHeight; 1291 1292 int ax = i + (meshWidth + 1) * 2; 1293 int ay = ax + 1; 1294 int bx = i; 1295 int by = bx + 1; 1296 int cx = i + 2; 1297 int cy = cx + 1; 1298 int dx = i + (meshWidth + 1) * 2 + 2; 1299 int dy = dx + 1; 1300 1301 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1302 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1303 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1304 1305 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1306 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1307 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1308 1309#if RENDER_LAYERS_AS_REGIONS 1310 if (hasActiveLayer) { 1311 // TODO: This could be optimized to avoid unnecessary ops 1312 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1313 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1314 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1315 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1316 } 1317#endif 1318 } 1319 } 1320 1321#if RENDER_LAYERS_AS_REGIONS 1322 if (hasActiveLayer) { 1323 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1324 } 1325#endif 1326 1327 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1328 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1329 GL_TRIANGLES, count, false, false, 0, false, false); 1330} 1331 1332void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1333 float srcLeft, float srcTop, float srcRight, float srcBottom, 1334 float dstLeft, float dstTop, float dstRight, float dstBottom, 1335 SkPaint* paint) { 1336 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1337 return; 1338 } 1339 1340 glActiveTexture(gTextureUnits[0]); 1341 Texture* texture = mCaches.textureCache.get(bitmap); 1342 if (!texture) return; 1343 const AutoTexture autoCleanup(texture); 1344 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1345 1346 const float width = texture->width; 1347 const float height = texture->height; 1348 1349 const float u1 = srcLeft / width; 1350 const float v1 = srcTop / height; 1351 const float u2 = srcRight / width; 1352 const float v2 = srcBottom / height; 1353 1354 mCaches.unbindMeshBuffer(); 1355 resetDrawTextureTexCoords(u1, v1, u2, v2); 1356 1357 int alpha; 1358 SkXfermode::Mode mode; 1359 getAlphaAndMode(paint, &alpha, &mode); 1360 1361 if (mSnapshot->transform->isPureTranslate()) { 1362 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1363 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1364 1365 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1366 texture->id, alpha / 255.0f, mode, texture->blend, 1367 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1368 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1369 } else { 1370 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1371 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1372 GL_TRIANGLE_STRIP, gMeshCount); 1373 } 1374 1375 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1376} 1377 1378void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1379 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1380 float left, float top, float right, float bottom, SkPaint* paint) { 1381 if (quickReject(left, top, right, bottom)) { 1382 return; 1383 } 1384 1385 glActiveTexture(gTextureUnits[0]); 1386 Texture* texture = mCaches.textureCache.get(bitmap); 1387 if (!texture) return; 1388 const AutoTexture autoCleanup(texture); 1389 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 1390 1391 int alpha; 1392 SkXfermode::Mode mode; 1393 getAlphaAndMode(paint, &alpha, &mode); 1394 1395 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1396 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1397 1398 if (mesh && mesh->verticesCount > 0) { 1399 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1400#if RENDER_LAYERS_AS_REGIONS 1401 // Mark the current layer dirty where we are going to draw the patch 1402 if (hasLayer() && mesh->hasEmptyQuads) { 1403 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1404 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1405 const size_t count = mesh->quads.size(); 1406 for (size_t i = 0; i < count; i++) { 1407 const Rect& bounds = mesh->quads.itemAt(i); 1408 if (pureTranslate) { 1409 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1410 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1411 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1412 } else { 1413 dirtyLayer(left + bounds.left, top + bounds.top, 1414 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1415 } 1416 } 1417 } 1418#endif 1419 1420 if (pureTranslate) { 1421 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1422 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1423 1424 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1425 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1426 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1427 true, !mesh->hasEmptyQuads); 1428 } else { 1429 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1430 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1431 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1432 true, !mesh->hasEmptyQuads); 1433 } 1434 } 1435} 1436 1437void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1438 if (mSnapshot->isIgnored()) return; 1439 1440 const bool isAA = paint->isAntiAlias(); 1441 float strokeWidth = paint->getStrokeWidth() * 0.5f; 1442 // A stroke width of 0 has a special meaning in Skia: 1443 // it draws a line 1 px wide regardless of current transform 1444 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1445 int alpha; 1446 SkXfermode::Mode mode; 1447 int generatedVerticesCount = 0; 1448 int verticesCount = count; 1449 if (count > 4) { 1450 // Polyline: account for extra vertices needed for continous tri-strip 1451 verticesCount += (count -4); 1452 } 1453 1454 getAlphaAndMode(paint, &alpha, &mode); 1455 setupDraw(); 1456 if (isAA) { 1457 setupDrawAALine(); 1458 } 1459 setupDrawColor(paint->getColor(), alpha); 1460 setupDrawColorFilter(); 1461 setupDrawShader(); 1462 if (isAA) { 1463 setupDrawBlending(true, mode); 1464 } else { 1465 setupDrawBlending(mode); 1466 } 1467 setupDrawProgram(); 1468 setupDrawModelViewIdentity(true); 1469 setupDrawColorUniforms(); 1470 setupDrawColorFilterUniforms(); 1471 setupDrawShaderIdentityUniforms(); 1472 1473 if (isHairLine) { 1474 // Set a real stroke width to be used in quad construction 1475 strokeWidth = .5; 1476 } 1477 if (isAA) { 1478 // Expand boundary to enable AA calculations on the quad border 1479 strokeWidth += .5f; 1480 } 1481 Vertex lines[verticesCount]; 1482 Vertex* vertices = &lines[0]; 1483 AlphaVertex wLines[verticesCount]; 1484 AlphaVertex* aaVertices = &wLines[0]; 1485 if (!isAA) { 1486 setupDrawVertices(vertices); 1487 } else { 1488 void* alphaCoords = ((GLbyte*) aaVertices) + gVertexAlphaOffset; 1489 // innerProportion is the ratio of the inner (non-AA) port of the line to the total 1490 // AA stroke width (the base stroke width expanded by a half pixel on either side). 1491 // This value is used in the fragment shader to determine how to fill fragments. 1492 float innerProportion = fmax(strokeWidth - 1.0f, 0) / (strokeWidth + .5f); 1493 setupDrawAALine((void*) aaVertices, alphaCoords, innerProportion); 1494 } 1495 1496 AlphaVertex *prevAAVertex = NULL; 1497 Vertex *prevVertex = NULL; 1498 float inverseScaleX = 1.0f; 1499 float inverseScaleY = 1.0f; 1500 1501 if (isHairLine) { 1502 // The quad that we use for AA hairlines needs to account for scaling because the line 1503 // should always be one pixel wide regardless of scale. 1504 if (!mSnapshot->transform->isPureTranslate()) { 1505 Matrix4 *mat = mSnapshot->transform; 1506 float m00 = mat->data[Matrix4::kScaleX]; 1507 float m01 = mat->data[Matrix4::kSkewY]; 1508 float m02 = mat->data[2]; 1509 float m10 = mat->data[Matrix4::kSkewX]; 1510 float m11 = mat->data[Matrix4::kScaleX]; 1511 float m12 = mat->data[6]; 1512 float scaleX = sqrt(m00*m00 + m01*m01); 1513 float scaleY = sqrt(m10*m10 + m11*m11); 1514 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1515 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1516 } 1517 } 1518 1519 for (int i = 0; i < count; i += 4) { 1520 // a = start point, b = end point 1521 vec2 a(points[i], points[i + 1]); 1522 vec2 b(points[i + 2], points[i + 3]); 1523 1524 // Find the normal to the line 1525 vec2 n = (b - a).copyNormalized() * strokeWidth; 1526 if (isHairLine) { 1527 n *= inverseScaleX; 1528 if (isAA) { 1529 float wideningFactor; 1530 if (fabs(n.x) >= fabs(n.y)) { 1531 wideningFactor = fabs(1.0f / n.x); 1532 } else { 1533 wideningFactor = fabs(1.0f / n.y); 1534 } 1535 n *= wideningFactor; 1536 } 1537 } 1538 float x = n.x; 1539 n.x = -n.y; 1540 n.y = x; 1541 1542 // Four corners of the rectangle defining a thick line 1543 vec2 p1 = a - n; 1544 vec2 p2 = a + n; 1545 vec2 p3 = b + n; 1546 vec2 p4 = b - n; 1547 1548 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1549 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1550 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1551 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1552 1553 if (!quickReject(left, top, right, bottom)) { 1554 // Draw the line as 2 triangles, could be optimized 1555 // by using only 4 vertices and the correct indices 1556 // Also we should probably used non textured vertices 1557 // when line AA is disabled to save on bandwidth 1558 if (!isAA) { 1559 if (prevVertex != NULL) { 1560 // Issue two repeat vertices to create degenerate triangles to bridge 1561 // between the previous line and the new one. This is necessary because 1562 // we are creating a single triangle_strip which will contain 1563 // potentially discontinuous line segments. 1564 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 1565 Vertex::set(vertices++, p1.x, p1.y); 1566 generatedVerticesCount += 2; 1567 } 1568 Vertex::set(vertices++, p1.x, p1.y); 1569 Vertex::set(vertices++, p2.x, p2.y); 1570 Vertex::set(vertices++, p4.x, p4.y); 1571 Vertex::set(vertices++, p3.x, p3.y); 1572 prevVertex = vertices - 1; 1573 generatedVerticesCount += 4; 1574 } else { 1575 if (prevAAVertex != NULL) { 1576 // Issue two repeat vertices to create degenerate triangles to bridge 1577 // between the previous line and the new one. This is necessary because 1578 // we are creating a single triangle_strip which will contain 1579 // potentially discontinuous line segments. 1580 AlphaVertex::set(aaVertices++,prevAAVertex->position[0], 1581 prevAAVertex->position[1], prevAAVertex->alpha); 1582 AlphaVertex::set(aaVertices++, p4.x, p4.y, 1); 1583 generatedVerticesCount += 2; 1584 } 1585 AlphaVertex::set(aaVertices++, p4.x, p4.y, 1); 1586 AlphaVertex::set(aaVertices++, p1.x, p1.y, 1); 1587 AlphaVertex::set(aaVertices++, p3.x, p3.y, 0); 1588 AlphaVertex::set(aaVertices++, p2.x, p2.y, 0); 1589 prevAAVertex = aaVertices - 1; 1590 generatedVerticesCount += 4; 1591 } 1592 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1593 } 1594 } 1595 if (generatedVerticesCount > 0) { 1596 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 1597 } 1598} 1599 1600void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 1601 if (mSnapshot->isIgnored()) return; 1602 1603 // TODO: The paint's cap style defines whether the points are square or circular 1604 // TODO: Handle AA for round points 1605 1606 // A stroke width of 0 has a special meaning in Skia: 1607 // it draws an unscaled 1px point 1608 float strokeWidth = paint->getStrokeWidth(); 1609 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1610 if (isHairLine) { 1611 // Now that we know it's hairline, we can set the effective width, to be used later 1612 strokeWidth = 1.0f; 1613 } 1614 const float halfWidth = strokeWidth / 2; 1615 int alpha; 1616 SkXfermode::Mode mode; 1617 getAlphaAndMode(paint, &alpha, &mode); 1618 1619 int verticesCount = count >> 1; 1620 int generatedVerticesCount = 0; 1621 1622 TextureVertex pointsData[verticesCount]; 1623 TextureVertex* vertex = &pointsData[0]; 1624 1625 setupDraw(); 1626 setupDrawPoint(strokeWidth); 1627 setupDrawColor(paint->getColor(), alpha); 1628 setupDrawColorFilter(); 1629 setupDrawShader(); 1630 setupDrawBlending(mode); 1631 setupDrawProgram(); 1632 setupDrawModelViewIdentity(true); 1633 setupDrawColorUniforms(); 1634 setupDrawColorFilterUniforms(); 1635 setupDrawPointUniforms(); 1636 setupDrawShaderIdentityUniforms(); 1637 setupDrawMesh(vertex); 1638 1639 for (int i = 0; i < count; i += 2) { 1640 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1641 generatedVerticesCount++; 1642 float left = points[i] - halfWidth; 1643 float right = points[i] + halfWidth; 1644 float top = points[i + 1] - halfWidth; 1645 float bottom = points [i + 1] + halfWidth; 1646 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1647 } 1648 1649 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 1650} 1651 1652void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1653 // No need to check against the clip, we fill the clip region 1654 if (mSnapshot->isIgnored()) return; 1655 1656 Rect& clip(*mSnapshot->clipRect); 1657 clip.snapToPixelBoundaries(); 1658 1659 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1660} 1661 1662void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 1663 if (!texture) return; 1664 const AutoTexture autoCleanup(texture); 1665 1666 const float x = left + texture->left - texture->offset; 1667 const float y = top + texture->top - texture->offset; 1668 1669 drawPathTexture(texture, x, y, paint); 1670} 1671 1672void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 1673 float rx, float ry, SkPaint* paint) { 1674 if (mSnapshot->isIgnored()) return; 1675 1676 glActiveTexture(gTextureUnits[0]); 1677 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 1678 right - left, bottom - top, rx, ry, paint); 1679 drawShape(left, top, texture, paint); 1680} 1681 1682void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 1683 if (mSnapshot->isIgnored()) return; 1684 1685 glActiveTexture(gTextureUnits[0]); 1686 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 1687 drawShape(x - radius, y - radius, texture, paint); 1688} 1689 1690void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 1691 if (mSnapshot->isIgnored()) return; 1692 1693 glActiveTexture(gTextureUnits[0]); 1694 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 1695 drawShape(left, top, texture, paint); 1696} 1697 1698void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 1699 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 1700 if (mSnapshot->isIgnored()) return; 1701 1702 if (fabs(sweepAngle) >= 360.0f) { 1703 drawOval(left, top, right, bottom, paint); 1704 return; 1705 } 1706 1707 glActiveTexture(gTextureUnits[0]); 1708 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 1709 startAngle, sweepAngle, useCenter, paint); 1710 drawShape(left, top, texture, paint); 1711} 1712 1713void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 1714 SkPaint* paint) { 1715 if (mSnapshot->isIgnored()) return; 1716 1717 glActiveTexture(gTextureUnits[0]); 1718 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 1719 drawShape(left, top, texture, paint); 1720} 1721 1722void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 1723 if (p->getStyle() != SkPaint::kFill_Style) { 1724 drawRectAsShape(left, top, right, bottom, p); 1725 return; 1726 } 1727 1728 if (quickReject(left, top, right, bottom)) { 1729 return; 1730 } 1731 1732 SkXfermode::Mode mode; 1733 if (!mCaches.extensions.hasFramebufferFetch()) { 1734 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 1735 if (!isMode) { 1736 // Assume SRC_OVER 1737 mode = SkXfermode::kSrcOver_Mode; 1738 } 1739 } else { 1740 mode = getXfermode(p->getXfermode()); 1741 } 1742 1743 int color = p->getColor(); 1744 drawColorRect(left, top, right, bottom, color, mode); 1745} 1746 1747void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 1748 float x, float y, SkPaint* paint) { 1749 if (text == NULL || count == 0) { 1750 return; 1751 } 1752 if (mSnapshot->isIgnored()) return; 1753 1754 paint->setAntiAlias(true); 1755 1756 float length = -1.0f; 1757 switch (paint->getTextAlign()) { 1758 case SkPaint::kCenter_Align: 1759 length = paint->measureText(text, bytesCount); 1760 x -= length / 2.0f; 1761 break; 1762 case SkPaint::kRight_Align: 1763 length = paint->measureText(text, bytesCount); 1764 x -= length; 1765 break; 1766 default: 1767 break; 1768 } 1769 1770 const float oldX = x; 1771 const float oldY = y; 1772 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1773 if (pureTranslate) { 1774 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 1775 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 1776 } 1777 1778 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 1779 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 1780 paint->getTextSize()); 1781 1782 int alpha; 1783 SkXfermode::Mode mode; 1784 getAlphaAndMode(paint, &alpha, &mode); 1785 1786 if (mHasShadow) { 1787 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 1788 const ShadowTexture* shadow = mCaches.dropShadowCache.get(paint, text, bytesCount, 1789 count, mShadowRadius); 1790 const AutoTexture autoCleanup(shadow); 1791 1792 const float sx = oldX - shadow->left + mShadowDx; 1793 const float sy = oldY - shadow->top + mShadowDy; 1794 1795 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 1796 int shadowColor = mShadowColor; 1797 if (mShader) { 1798 shadowColor = 0xffffffff; 1799 } 1800 1801 glActiveTexture(gTextureUnits[0]); 1802 setupDraw(); 1803 setupDrawWithTexture(true); 1804 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 1805 setupDrawColorFilter(); 1806 setupDrawShader(); 1807 setupDrawBlending(true, mode); 1808 setupDrawProgram(); 1809 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 1810 setupDrawTexture(shadow->id); 1811 setupDrawPureColorUniforms(); 1812 setupDrawColorFilterUniforms(); 1813 setupDrawShaderUniforms(); 1814 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1815 1816 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1817 1818 finishDrawTexture(); 1819 } 1820 1821 if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) { 1822 return; 1823 } 1824 1825 // Pick the appropriate texture filtering 1826 bool linearFilter = mSnapshot->transform->changesBounds(); 1827 if (pureTranslate && !linearFilter) { 1828 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 1829 } 1830 1831 glActiveTexture(gTextureUnits[0]); 1832 setupDraw(); 1833 setupDrawDirtyRegionsDisabled(); 1834 setupDrawWithTexture(true); 1835 setupDrawAlpha8Color(paint->getColor(), alpha); 1836 setupDrawColorFilter(); 1837 setupDrawShader(); 1838 setupDrawBlending(true, mode); 1839 setupDrawProgram(); 1840 setupDrawModelView(x, y, x, y, pureTranslate, true); 1841 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 1842 setupDrawPureColorUniforms(); 1843 setupDrawColorFilterUniforms(); 1844 setupDrawShaderUniforms(pureTranslate); 1845 1846 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 1847 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 1848 1849#if RENDER_LAYERS_AS_REGIONS 1850 bool hasActiveLayer = hasLayer(); 1851#else 1852 bool hasActiveLayer = false; 1853#endif 1854 mCaches.unbindMeshBuffer(); 1855 1856 // Tell font renderer the locations of position and texture coord 1857 // attributes so it can bind its data properly 1858 int positionSlot = mCaches.currentProgram->position; 1859 fontRenderer.setAttributeBindingSlots(positionSlot, mTexCoordsSlot); 1860 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 1861 hasActiveLayer ? &bounds : NULL)) { 1862#if RENDER_LAYERS_AS_REGIONS 1863 if (hasActiveLayer) { 1864 if (!pureTranslate) { 1865 mSnapshot->transform->mapRect(bounds); 1866 } 1867 dirtyLayerUnchecked(bounds, getRegion()); 1868 } 1869#endif 1870 } 1871 1872 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 1873 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 1874 1875 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 1876} 1877 1878void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 1879 if (mSnapshot->isIgnored()) return; 1880 1881 glActiveTexture(gTextureUnits[0]); 1882 1883 const PathTexture* texture = mCaches.pathCache.get(path, paint); 1884 if (!texture) return; 1885 const AutoTexture autoCleanup(texture); 1886 1887 const float x = texture->left - texture->offset; 1888 const float y = texture->top - texture->offset; 1889 1890 drawPathTexture(texture, x, y, paint); 1891} 1892 1893void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 1894 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 1895 return; 1896 } 1897 1898 glActiveTexture(gTextureUnits[0]); 1899 1900 int alpha; 1901 SkXfermode::Mode mode; 1902 getAlphaAndMode(paint, &alpha, &mode); 1903 1904 layer->alpha = alpha; 1905 layer->mode = mode; 1906 1907#if RENDER_LAYERS_AS_REGIONS 1908 if (!layer->region.isEmpty()) { 1909 if (layer->region.isRect()) { 1910 composeLayerRect(layer, layer->regionRect); 1911 } else if (layer->mesh) { 1912 const float a = alpha / 255.0f; 1913 const Rect& rect = layer->layer; 1914 1915 setupDraw(); 1916 setupDrawWithTexture(); 1917 setupDrawColor(a, a, a, a); 1918 setupDrawColorFilter(); 1919 setupDrawBlending(layer->blend || layer->alpha < 255, layer->mode, false); 1920 setupDrawProgram(); 1921 setupDrawModelViewTranslate(x, y, 1922 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 1923 setupDrawPureColorUniforms(); 1924 setupDrawColorFilterUniforms(); 1925 setupDrawTexture(layer->texture); 1926 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 1927 1928 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 1929 GL_UNSIGNED_SHORT, layer->meshIndices); 1930 1931 finishDrawTexture(); 1932 1933#if DEBUG_LAYERS_AS_REGIONS 1934 drawRegionRects(layer->region); 1935#endif 1936 } 1937 } 1938#else 1939 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 1940 composeLayerRect(layer, r); 1941#endif 1942} 1943 1944/////////////////////////////////////////////////////////////////////////////// 1945// Shaders 1946/////////////////////////////////////////////////////////////////////////////// 1947 1948void OpenGLRenderer::resetShader() { 1949 mShader = NULL; 1950} 1951 1952void OpenGLRenderer::setupShader(SkiaShader* shader) { 1953 mShader = shader; 1954 if (mShader) { 1955 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 1956 } 1957} 1958 1959/////////////////////////////////////////////////////////////////////////////// 1960// Color filters 1961/////////////////////////////////////////////////////////////////////////////// 1962 1963void OpenGLRenderer::resetColorFilter() { 1964 mColorFilter = NULL; 1965} 1966 1967void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 1968 mColorFilter = filter; 1969} 1970 1971/////////////////////////////////////////////////////////////////////////////// 1972// Drop shadow 1973/////////////////////////////////////////////////////////////////////////////// 1974 1975void OpenGLRenderer::resetShadow() { 1976 mHasShadow = false; 1977} 1978 1979void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 1980 mHasShadow = true; 1981 mShadowRadius = radius; 1982 mShadowDx = dx; 1983 mShadowDy = dy; 1984 mShadowColor = color; 1985} 1986 1987/////////////////////////////////////////////////////////////////////////////// 1988// Drawing implementation 1989/////////////////////////////////////////////////////////////////////////////// 1990 1991void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 1992 float x, float y, SkPaint* paint) { 1993 if (quickReject(x, y, x + texture->width, y + texture->height)) { 1994 return; 1995 } 1996 1997 int alpha; 1998 SkXfermode::Mode mode; 1999 getAlphaAndMode(paint, &alpha, &mode); 2000 2001 setupDraw(); 2002 setupDrawWithTexture(true); 2003 setupDrawAlpha8Color(paint->getColor(), alpha); 2004 setupDrawColorFilter(); 2005 setupDrawShader(); 2006 setupDrawBlending(true, mode); 2007 setupDrawProgram(); 2008 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2009 setupDrawTexture(texture->id); 2010 setupDrawPureColorUniforms(); 2011 setupDrawColorFilterUniforms(); 2012 setupDrawShaderUniforms(); 2013 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2014 2015 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2016 2017 finishDrawTexture(); 2018} 2019 2020// Same values used by Skia 2021#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2022#define kStdUnderline_Offset (1.0f / 9.0f) 2023#define kStdUnderline_Thickness (1.0f / 18.0f) 2024 2025void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2026 float x, float y, SkPaint* paint) { 2027 // Handle underline and strike-through 2028 uint32_t flags = paint->getFlags(); 2029 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2030 float underlineWidth = length; 2031 // If length is > 0.0f, we already measured the text for the text alignment 2032 if (length <= 0.0f) { 2033 underlineWidth = paint->measureText(text, bytesCount); 2034 } 2035 2036 float offsetX = 0; 2037 switch (paint->getTextAlign()) { 2038 case SkPaint::kCenter_Align: 2039 offsetX = underlineWidth * 0.5f; 2040 break; 2041 case SkPaint::kRight_Align: 2042 offsetX = underlineWidth; 2043 break; 2044 default: 2045 break; 2046 } 2047 2048 if (underlineWidth > 0.0f) { 2049 const float textSize = paint->getTextSize(); 2050 // TODO: Support stroke width < 1.0f when we have AA lines 2051 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2052 2053 const float left = x - offsetX; 2054 float top = 0.0f; 2055 2056 int linesCount = 0; 2057 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2058 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2059 2060 const int pointsCount = 4 * linesCount; 2061 float points[pointsCount]; 2062 int currentPoint = 0; 2063 2064 if (flags & SkPaint::kUnderlineText_Flag) { 2065 top = y + textSize * kStdUnderline_Offset; 2066 points[currentPoint++] = left; 2067 points[currentPoint++] = top; 2068 points[currentPoint++] = left + underlineWidth; 2069 points[currentPoint++] = top; 2070 } 2071 2072 if (flags & SkPaint::kStrikeThruText_Flag) { 2073 top = y + textSize * kStdStrikeThru_Offset; 2074 points[currentPoint++] = left; 2075 points[currentPoint++] = top; 2076 points[currentPoint++] = left + underlineWidth; 2077 points[currentPoint++] = top; 2078 } 2079 2080 SkPaint linesPaint(*paint); 2081 linesPaint.setStrokeWidth(strokeWidth); 2082 2083 drawLines(&points[0], pointsCount, &linesPaint); 2084 } 2085 } 2086} 2087 2088void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2089 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2090 // If a shader is set, preserve only the alpha 2091 if (mShader) { 2092 color |= 0x00ffffff; 2093 } 2094 2095 setupDraw(); 2096 setupDrawColor(color); 2097 setupDrawShader(); 2098 setupDrawColorFilter(); 2099 setupDrawBlending(mode); 2100 setupDrawProgram(); 2101 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2102 setupDrawColorUniforms(); 2103 setupDrawShaderUniforms(ignoreTransform); 2104 setupDrawColorFilterUniforms(); 2105 setupDrawSimpleMesh(); 2106 2107 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2108} 2109 2110void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2111 Texture* texture, SkPaint* paint) { 2112 int alpha; 2113 SkXfermode::Mode mode; 2114 getAlphaAndMode(paint, &alpha, &mode); 2115 2116 setTextureWrapModes(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE); 2117 2118 if (mSnapshot->transform->isPureTranslate()) { 2119 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2120 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2121 2122 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2123 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2124 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2125 } else { 2126 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2127 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2128 GL_TRIANGLE_STRIP, gMeshCount); 2129 } 2130} 2131 2132void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2133 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2134 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2135 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2136} 2137 2138void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2139 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2140 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2141 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2142 2143 setupDraw(); 2144 setupDrawWithTexture(); 2145 setupDrawColor(alpha, alpha, alpha, alpha); 2146 setupDrawColorFilter(); 2147 setupDrawBlending(blend, mode, swapSrcDst); 2148 setupDrawProgram(); 2149 if (!dirty) { 2150 setupDrawDirtyRegionsDisabled(); 2151 } 2152 if (!ignoreScale) { 2153 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2154 } else { 2155 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2156 } 2157 setupDrawPureColorUniforms(); 2158 setupDrawColorFilterUniforms(); 2159 setupDrawTexture(texture); 2160 setupDrawMesh(vertices, texCoords, vbo); 2161 2162 glDrawArrays(drawMode, 0, elementsCount); 2163 2164 finishDrawTexture(); 2165} 2166 2167void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2168 ProgramDescription& description, bool swapSrcDst) { 2169 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2170 if (blend) { 2171 if (mode < SkXfermode::kPlus_Mode) { 2172 if (!mCaches.blend) { 2173 glEnable(GL_BLEND); 2174 } 2175 2176 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2177 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2178 2179 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2180 glBlendFunc(sourceMode, destMode); 2181 mCaches.lastSrcMode = sourceMode; 2182 mCaches.lastDstMode = destMode; 2183 } 2184 } else { 2185 // These blend modes are not supported by OpenGL directly and have 2186 // to be implemented using shaders. Since the shader will perform 2187 // the blending, turn blending off here 2188 if (mCaches.extensions.hasFramebufferFetch()) { 2189 description.framebufferMode = mode; 2190 description.swapSrcDst = swapSrcDst; 2191 } 2192 2193 if (mCaches.blend) { 2194 glDisable(GL_BLEND); 2195 } 2196 blend = false; 2197 } 2198 } else if (mCaches.blend) { 2199 glDisable(GL_BLEND); 2200 } 2201 mCaches.blend = blend; 2202} 2203 2204bool OpenGLRenderer::useProgram(Program* program) { 2205 if (!program->isInUse()) { 2206 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2207 program->use(); 2208 mCaches.currentProgram = program; 2209 return false; 2210 } 2211 return true; 2212} 2213 2214void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2215 TextureVertex* v = &mMeshVertices[0]; 2216 TextureVertex::setUV(v++, u1, v1); 2217 TextureVertex::setUV(v++, u2, v1); 2218 TextureVertex::setUV(v++, u1, v2); 2219 TextureVertex::setUV(v++, u2, v2); 2220} 2221 2222void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2223 if (paint) { 2224 if (!mCaches.extensions.hasFramebufferFetch()) { 2225 const bool isMode = SkXfermode::IsMode(paint->getXfermode(), mode); 2226 if (!isMode) { 2227 // Assume SRC_OVER 2228 *mode = SkXfermode::kSrcOver_Mode; 2229 } 2230 } else { 2231 *mode = getXfermode(paint->getXfermode()); 2232 } 2233 2234 // Skia draws using the color's alpha channel if < 255 2235 // Otherwise, it uses the paint's alpha 2236 int color = paint->getColor(); 2237 *alpha = (color >> 24) & 0xFF; 2238 if (*alpha == 255) { 2239 *alpha = paint->getAlpha(); 2240 } 2241 } else { 2242 *mode = SkXfermode::kSrcOver_Mode; 2243 *alpha = 255; 2244 } 2245} 2246 2247SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 2248 // In the future we should look at unifying the Porter-Duff modes and 2249 // SkXferModes so that we can use SkXfermode::IsMode(xfer, &mode). 2250 if (mode == NULL) { 2251 return SkXfermode::kSrcOver_Mode; 2252 } 2253 return mode->fMode; 2254} 2255 2256void OpenGLRenderer::setTextureWrapModes(Texture* texture, GLenum wrapS, GLenum wrapT) { 2257 bool bound = false; 2258 if (wrapS != texture->wrapS) { 2259 glBindTexture(GL_TEXTURE_2D, texture->id); 2260 bound = true; 2261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 2262 texture->wrapS = wrapS; 2263 } 2264 if (wrapT != texture->wrapT) { 2265 if (!bound) { 2266 glBindTexture(GL_TEXTURE_2D, texture->id); 2267 } 2268 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 2269 texture->wrapT = wrapT; 2270 } 2271} 2272 2273}; // namespace uirenderer 2274}; // namespace android 2275