OpenGLRenderer.cpp revision b2e2f2470693e78baed20617f989d9a166864ed4
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkPathMeasure.h> 25#include <SkTypeface.h> 26 27#include <utils/Log.h> 28#include <utils/StopWatch.h> 29 30#include <private/hwui/DrawGlInfo.h> 31 32#include <ui/Rect.h> 33 34#include "OpenGLRenderer.h" 35#include "DisplayListRenderer.h" 36#include "PathRenderer.h" 37#include "Properties.h" 38#include "Vector.h" 39 40namespace android { 41namespace uirenderer { 42 43/////////////////////////////////////////////////////////////////////////////// 44// Defines 45/////////////////////////////////////////////////////////////////////////////// 46 47#define RAD_TO_DEG (180.0f / 3.14159265f) 48#define MIN_ANGLE 0.001f 49 50#define ALPHA_THRESHOLD 0 51 52#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 53 54/////////////////////////////////////////////////////////////////////////////// 55// Globals 56/////////////////////////////////////////////////////////////////////////////// 57 58/** 59 * Structure mapping Skia xfermodes to OpenGL blending factors. 60 */ 61struct Blender { 62 SkXfermode::Mode mode; 63 GLenum src; 64 GLenum dst; 65}; // struct Blender 66 67// In this array, the index of each Blender equals the value of the first 68// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 69static const Blender gBlends[] = { 70 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 71 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 72 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 73 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 74 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 75 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 76 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 77 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 78 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 79 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 81 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 82 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 83 { SkXfermode::kMultiply_Mode, GL_ZERO, GL_SRC_COLOR }, 84 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 85}; 86 87// This array contains the swapped version of each SkXfermode. For instance 88// this array's SrcOver blending mode is actually DstOver. You can refer to 89// createLayer() for more information on the purpose of this array. 90static const Blender gBlendsSwap[] = { 91 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 92 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 93 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 94 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 95 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 96 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 97 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 98 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 99 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 100 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 101 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 102 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 103 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 104 { SkXfermode::kMultiply_Mode, GL_DST_COLOR, GL_ZERO }, 105 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 106}; 107 108/////////////////////////////////////////////////////////////////////////////// 109// Constructors/destructor 110/////////////////////////////////////////////////////////////////////////////// 111 112OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 113 mShader = NULL; 114 mColorFilter = NULL; 115 mHasShadow = false; 116 mHasDrawFilter = false; 117 118 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 119 120 mFirstSnapshot = new Snapshot; 121 122 mScissorOptimizationDisabled = false; 123} 124 125OpenGLRenderer::~OpenGLRenderer() { 126 // The context has already been destroyed at this point, do not call 127 // GL APIs. All GL state should be kept in Caches.h 128} 129 130void OpenGLRenderer::initProperties() { 131 char property[PROPERTY_VALUE_MAX]; 132 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 133 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 134 INIT_LOGD(" Scissor optimization %s", 135 mScissorOptimizationDisabled ? "disabled" : "enabled"); 136 } else { 137 INIT_LOGD(" Scissor optimization enabled"); 138 } 139} 140 141/////////////////////////////////////////////////////////////////////////////// 142// Setup 143/////////////////////////////////////////////////////////////////////////////// 144 145bool OpenGLRenderer::isDeferred() { 146 return false; 147} 148 149void OpenGLRenderer::setViewport(int width, int height) { 150 initViewport(width, height); 151 152 glDisable(GL_DITHER); 153 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 154 155 glEnableVertexAttribArray(Program::kBindingPosition); 156} 157 158void OpenGLRenderer::initViewport(int width, int height) { 159 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 160 161 mWidth = width; 162 mHeight = height; 163 164 mFirstSnapshot->height = height; 165 mFirstSnapshot->viewport.set(0, 0, width, height); 166} 167 168int OpenGLRenderer::prepare(bool opaque) { 169 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 170} 171 172int OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 173 mCaches.clearGarbage(); 174 175 mSnapshot = new Snapshot(mFirstSnapshot, 176 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 177 mSnapshot->fbo = getTargetFbo(); 178 mSaveCount = 1; 179 180 mSnapshot->setClip(left, top, right, bottom); 181 mDirtyClip = opaque; 182 183 updateLayers(); 184 185 // If we know that we are going to redraw the entire framebuffer, 186 // perform a discard to let the driver know we don't need to preserve 187 // the back buffer for this frame. 188 if (mCaches.extensions.hasDiscardFramebuffer() && 189 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 190 const GLenum attachments[] = { getTargetFbo() == 0 ? GL_COLOR_EXT : GL_COLOR_ATTACHMENT0 }; 191 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 192 } 193 194 syncState(); 195 196 // Functors break the tiling extension in pretty spectacular ways 197 // This ensures we don't use tiling when a functor is going to be 198 // invoked during the frame 199 mSuppressTiling = mCaches.hasRegisteredFunctors(); 200 201 mTilingSnapshot = mSnapshot; 202 startTiling(mTilingSnapshot, true); 203 204 debugOverdraw(true, true); 205 206 if (!opaque) { 207 mCaches.enableScissor(); 208 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 209 glClear(GL_COLOR_BUFFER_BIT); 210 return DrawGlInfo::kStatusDrew; 211 } else { 212 mCaches.resetScissor(); 213 } 214 215 return DrawGlInfo::kStatusDone; 216} 217 218void OpenGLRenderer::syncState() { 219 glViewport(0, 0, mWidth, mHeight); 220 221 if (mCaches.blend) { 222 glEnable(GL_BLEND); 223 } else { 224 glDisable(GL_BLEND); 225 } 226} 227 228void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 229 if (!mSuppressTiling) { 230 Rect* clip = mTilingSnapshot->clipRect; 231 if (s->flags & Snapshot::kFlagIsFboLayer) { 232 clip = s->clipRect; 233 } 234 235 mCaches.startTiling(clip->left, s->height - clip->bottom, 236 clip->right - clip->left, clip->bottom - clip->top, opaque); 237 } 238} 239 240void OpenGLRenderer::endTiling() { 241 if (!mSuppressTiling) mCaches.endTiling(); 242} 243 244void OpenGLRenderer::finish() { 245 renderOverdraw(); 246 endTiling(); 247 248 if (!suppressErrorChecks()) { 249#if DEBUG_OPENGL 250 GLenum status = GL_NO_ERROR; 251 while ((status = glGetError()) != GL_NO_ERROR) { 252 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 253 switch (status) { 254 case GL_INVALID_ENUM: 255 ALOGE(" GL_INVALID_ENUM"); 256 break; 257 case GL_INVALID_VALUE: 258 ALOGE(" GL_INVALID_VALUE"); 259 break; 260 case GL_INVALID_OPERATION: 261 ALOGE(" GL_INVALID_OPERATION"); 262 break; 263 case GL_OUT_OF_MEMORY: 264 ALOGE(" Out of memory!"); 265 break; 266 } 267 } 268#endif 269 270#if DEBUG_MEMORY_USAGE 271 mCaches.dumpMemoryUsage(); 272#else 273 if (mCaches.getDebugLevel() & kDebugMemory) { 274 mCaches.dumpMemoryUsage(); 275 } 276#endif 277 } 278} 279 280void OpenGLRenderer::interrupt() { 281 if (mCaches.currentProgram) { 282 if (mCaches.currentProgram->isInUse()) { 283 mCaches.currentProgram->remove(); 284 mCaches.currentProgram = NULL; 285 } 286 } 287 mCaches.unbindMeshBuffer(); 288 mCaches.unbindIndicesBuffer(); 289 mCaches.resetVertexPointers(); 290 mCaches.disbaleTexCoordsVertexArray(); 291 debugOverdraw(false, false); 292} 293 294void OpenGLRenderer::resume() { 295 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 296 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 297 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 298 debugOverdraw(true, false); 299 300 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 301 302 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 303 mCaches.enableScissor(); 304 mCaches.resetScissor(); 305 dirtyClip(); 306 307 mCaches.activeTexture(0); 308 309 mCaches.blend = true; 310 glEnable(GL_BLEND); 311 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 312 glBlendEquation(GL_FUNC_ADD); 313} 314 315void OpenGLRenderer::resumeAfterLayer() { 316 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 317 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 318 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 319 debugOverdraw(true, false); 320 321 mCaches.resetScissor(); 322 dirtyClip(); 323} 324 325void OpenGLRenderer::detachFunctor(Functor* functor) { 326 mFunctors.remove(functor); 327} 328 329void OpenGLRenderer::attachFunctor(Functor* functor) { 330 mFunctors.add(functor); 331} 332 333status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 334 status_t result = DrawGlInfo::kStatusDone; 335 size_t count = mFunctors.size(); 336 337 if (count > 0) { 338 SortedVector<Functor*> functors(mFunctors); 339 mFunctors.clear(); 340 341 DrawGlInfo info; 342 info.clipLeft = 0; 343 info.clipTop = 0; 344 info.clipRight = 0; 345 info.clipBottom = 0; 346 info.isLayer = false; 347 info.width = 0; 348 info.height = 0; 349 memset(info.transform, 0, sizeof(float) * 16); 350 351 for (size_t i = 0; i < count; i++) { 352 Functor* f = functors.itemAt(i); 353 result |= (*f)(DrawGlInfo::kModeProcess, &info); 354 355 if (result & DrawGlInfo::kStatusDraw) { 356 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 357 dirty.unionWith(localDirty); 358 } 359 360 if (result & DrawGlInfo::kStatusInvoke) { 361 mFunctors.add(f); 362 } 363 } 364 // protect against functors binding to other buffers 365 mCaches.unbindMeshBuffer(); 366 mCaches.unbindIndicesBuffer(); 367 mCaches.activeTexture(0); 368 } 369 370 return result; 371} 372 373status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 374 interrupt(); 375 detachFunctor(functor); 376 377 mCaches.enableScissor(); 378 if (mDirtyClip) { 379 setScissorFromClip(); 380 } 381 382 Rect clip(*mSnapshot->clipRect); 383 clip.snapToPixelBoundaries(); 384 385 // Since we don't know what the functor will draw, let's dirty 386 // tne entire clip region 387 if (hasLayer()) { 388 dirtyLayerUnchecked(clip, getRegion()); 389 } 390 391 DrawGlInfo info; 392 info.clipLeft = clip.left; 393 info.clipTop = clip.top; 394 info.clipRight = clip.right; 395 info.clipBottom = clip.bottom; 396 info.isLayer = hasLayer(); 397 info.width = getSnapshot()->viewport.getWidth(); 398 info.height = getSnapshot()->height; 399 getSnapshot()->transform->copyTo(&info.transform[0]); 400 401 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info) | DrawGlInfo::kStatusDrew; 402 403 if (result != DrawGlInfo::kStatusDone) { 404 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 405 dirty.unionWith(localDirty); 406 407 if (result & DrawGlInfo::kStatusInvoke) { 408 mFunctors.add(functor); 409 } 410 } 411 412 resume(); 413 return result; 414} 415 416/////////////////////////////////////////////////////////////////////////////// 417// Debug 418/////////////////////////////////////////////////////////////////////////////// 419 420void OpenGLRenderer::startMark(const char* name) const { 421 mCaches.startMark(0, name); 422} 423 424void OpenGLRenderer::endMark() const { 425 mCaches.endMark(); 426} 427 428void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 429 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 430 if (clear) { 431 mCaches.disableScissor(); 432 mCaches.stencil.clear(); 433 } 434 if (enable) { 435 mCaches.stencil.enableDebugWrite(); 436 } else { 437 mCaches.stencil.disable(); 438 } 439 } 440} 441 442void OpenGLRenderer::renderOverdraw() { 443 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 444 const Rect* clip = mTilingSnapshot->clipRect; 445 446 mCaches.enableScissor(); 447 mCaches.setScissor(clip->left, mTilingSnapshot->height - clip->bottom, 448 clip->right - clip->left, clip->bottom - clip->top); 449 450 mCaches.stencil.enableDebugTest(2); 451 drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode); 452 mCaches.stencil.enableDebugTest(3); 453 drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode); 454 mCaches.stencil.enableDebugTest(4); 455 drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode); 456 mCaches.stencil.enableDebugTest(4, true); 457 drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode); 458 mCaches.stencil.disable(); 459 } 460} 461 462/////////////////////////////////////////////////////////////////////////////// 463// Layers 464/////////////////////////////////////////////////////////////////////////////// 465 466bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 467 if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) { 468 OpenGLRenderer* renderer = layer->renderer; 469 Rect& dirty = layer->dirtyRect; 470 471 if (inFrame) { 472 endTiling(); 473 debugOverdraw(false, false); 474 } 475 476 renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight()); 477 renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend()); 478 renderer->drawDisplayList(layer->displayList, dirty, DisplayList::kReplayFlag_ClipChildren); 479 renderer->finish(); 480 481 if (inFrame) { 482 resumeAfterLayer(); 483 startTiling(mSnapshot); 484 } 485 486 dirty.setEmpty(); 487 layer->deferredUpdateScheduled = false; 488 layer->renderer = NULL; 489 layer->displayList = NULL; 490 491 return true; 492 } 493 494 return false; 495} 496 497void OpenGLRenderer::updateLayers() { 498 int count = mLayerUpdates.size(); 499 if (count > 0) { 500 startMark("Layer Updates"); 501 502 // Note: it is very important to update the layers in reverse order 503 for (int i = count - 1; i >= 0; i--) { 504 Layer* layer = mLayerUpdates.itemAt(i); 505 updateLayer(layer, false); 506 mCaches.resourceCache.decrementRefcount(layer); 507 } 508 mLayerUpdates.clear(); 509 510 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 511 endMark(); 512 } 513} 514 515void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 516 if (layer) { 517 mLayerUpdates.push_back(layer); 518 mCaches.resourceCache.incrementRefcount(layer); 519 } 520} 521 522void OpenGLRenderer::clearLayerUpdates() { 523 size_t count = mLayerUpdates.size(); 524 if (count > 0) { 525 mCaches.resourceCache.lock(); 526 for (size_t i = 0; i < count; i++) { 527 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 528 } 529 mCaches.resourceCache.unlock(); 530 mLayerUpdates.clear(); 531 } 532} 533 534/////////////////////////////////////////////////////////////////////////////// 535// State management 536/////////////////////////////////////////////////////////////////////////////// 537 538int OpenGLRenderer::getSaveCount() const { 539 return mSaveCount; 540} 541 542int OpenGLRenderer::save(int flags) { 543 return saveSnapshot(flags); 544} 545 546void OpenGLRenderer::restore() { 547 if (mSaveCount > 1) { 548 restoreSnapshot(); 549 } 550} 551 552void OpenGLRenderer::restoreToCount(int saveCount) { 553 if (saveCount < 1) saveCount = 1; 554 555 while (mSaveCount > saveCount) { 556 restoreSnapshot(); 557 } 558} 559 560int OpenGLRenderer::saveSnapshot(int flags) { 561 mSnapshot = new Snapshot(mSnapshot, flags); 562 return mSaveCount++; 563} 564 565bool OpenGLRenderer::restoreSnapshot() { 566 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 567 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 568 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 569 570 sp<Snapshot> current = mSnapshot; 571 sp<Snapshot> previous = mSnapshot->previous; 572 573 if (restoreOrtho) { 574 Rect& r = previous->viewport; 575 glViewport(r.left, r.top, r.right, r.bottom); 576 mOrthoMatrix.load(current->orthoMatrix); 577 } 578 579 mSaveCount--; 580 mSnapshot = previous; 581 582 if (restoreClip) { 583 dirtyClip(); 584 } 585 586 if (restoreLayer) { 587 composeLayer(current, previous); 588 } 589 590 return restoreClip; 591} 592 593/////////////////////////////////////////////////////////////////////////////// 594// Layers 595/////////////////////////////////////////////////////////////////////////////// 596 597int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 598 SkPaint* p, int flags) { 599 const GLuint previousFbo = mSnapshot->fbo; 600 const int count = saveSnapshot(flags); 601 602 if (!mSnapshot->isIgnored()) { 603 int alpha = 255; 604 SkXfermode::Mode mode; 605 606 if (p) { 607 alpha = p->getAlpha(); 608 mode = getXfermode(p->getXfermode()); 609 } else { 610 mode = SkXfermode::kSrcOver_Mode; 611 } 612 613 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 614 } 615 616 return count; 617} 618 619int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 620 int alpha, int flags) { 621 if (alpha >= 255) { 622 return saveLayer(left, top, right, bottom, NULL, flags); 623 } else { 624 SkPaint paint; 625 paint.setAlpha(alpha); 626 return saveLayer(left, top, right, bottom, &paint, flags); 627 } 628} 629 630/** 631 * Layers are viewed by Skia are slightly different than layers in image editing 632 * programs (for instance.) When a layer is created, previously created layers 633 * and the frame buffer still receive every drawing command. For instance, if a 634 * layer is created and a shape intersecting the bounds of the layers and the 635 * framebuffer is draw, the shape will be drawn on both (unless the layer was 636 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 637 * 638 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 639 * texture. Unfortunately, this is inefficient as it requires every primitive to 640 * be drawn n + 1 times, where n is the number of active layers. In practice this 641 * means, for every primitive: 642 * - Switch active frame buffer 643 * - Change viewport, clip and projection matrix 644 * - Issue the drawing 645 * 646 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 647 * To avoid this, layers are implemented in a different way here, at least in the 648 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 649 * is set. When this flag is set we can redirect all drawing operations into a 650 * single FBO. 651 * 652 * This implementation relies on the frame buffer being at least RGBA 8888. When 653 * a layer is created, only a texture is created, not an FBO. The content of the 654 * frame buffer contained within the layer's bounds is copied into this texture 655 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 656 * buffer and drawing continues as normal. This technique therefore treats the 657 * frame buffer as a scratch buffer for the layers. 658 * 659 * To compose the layers back onto the frame buffer, each layer texture 660 * (containing the original frame buffer data) is drawn as a simple quad over 661 * the frame buffer. The trick is that the quad is set as the composition 662 * destination in the blending equation, and the frame buffer becomes the source 663 * of the composition. 664 * 665 * Drawing layers with an alpha value requires an extra step before composition. 666 * An empty quad is drawn over the layer's region in the frame buffer. This quad 667 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 668 * quad is used to multiply the colors in the frame buffer. This is achieved by 669 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 670 * GL_ZERO, GL_SRC_ALPHA. 671 * 672 * Because glCopyTexImage2D() can be slow, an alternative implementation might 673 * be use to draw a single clipped layer. The implementation described above 674 * is correct in every case. 675 * 676 * (1) The frame buffer is actually not cleared right away. To allow the GPU 677 * to potentially optimize series of calls to glCopyTexImage2D, the frame 678 * buffer is left untouched until the first drawing operation. Only when 679 * something actually gets drawn are the layers regions cleared. 680 */ 681bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 682 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 683 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 684 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 685 686 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 687 688 // Window coordinates of the layer 689 Rect clip; 690 Rect bounds(left, top, right, bottom); 691 Rect untransformedBounds(bounds); 692 mSnapshot->transform->mapRect(bounds); 693 694 // Layers only make sense if they are in the framebuffer's bounds 695 if (bounds.intersect(*mSnapshot->clipRect)) { 696 // We cannot work with sub-pixels in this case 697 bounds.snapToPixelBoundaries(); 698 699 // When the layer is not an FBO, we may use glCopyTexImage so we 700 // need to make sure the layer does not extend outside the bounds 701 // of the framebuffer 702 if (!bounds.intersect(mSnapshot->previous->viewport)) { 703 bounds.setEmpty(); 704 } else if (fboLayer) { 705 clip.set(bounds); 706 mat4 inverse; 707 inverse.loadInverse(*mSnapshot->transform); 708 inverse.mapRect(clip); 709 clip.snapToPixelBoundaries(); 710 if (clip.intersect(untransformedBounds)) { 711 clip.translate(-left, -top); 712 bounds.set(untransformedBounds); 713 } else { 714 clip.setEmpty(); 715 } 716 } 717 } else { 718 bounds.setEmpty(); 719 } 720 721 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 722 bounds.getHeight() > mCaches.maxTextureSize || 723 (fboLayer && clip.isEmpty())) { 724 mSnapshot->empty = fboLayer; 725 } else { 726 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 727 } 728 729 // Bail out if we won't draw in this snapshot 730 if (mSnapshot->invisible || mSnapshot->empty) { 731 return false; 732 } 733 734 mCaches.activeTexture(0); 735 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 736 if (!layer) { 737 return false; 738 } 739 740 layer->setAlpha(alpha, mode); 741 layer->layer.set(bounds); 742 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 743 bounds.getWidth() / float(layer->getWidth()), 0.0f); 744 layer->setColorFilter(mColorFilter); 745 layer->setBlend(true); 746 747 // Save the layer in the snapshot 748 mSnapshot->flags |= Snapshot::kFlagIsLayer; 749 mSnapshot->layer = layer; 750 751 if (fboLayer) { 752 return createFboLayer(layer, bounds, clip, previousFbo); 753 } else { 754 // Copy the framebuffer into the layer 755 layer->bindTexture(); 756 if (!bounds.isEmpty()) { 757 if (layer->isEmpty()) { 758 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 759 bounds.left, mSnapshot->height - bounds.bottom, 760 layer->getWidth(), layer->getHeight(), 0); 761 layer->setEmpty(false); 762 } else { 763 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 764 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 765 } 766 767 // Enqueue the buffer coordinates to clear the corresponding region later 768 mLayers.push(new Rect(bounds)); 769 } 770 } 771 772 return true; 773} 774 775bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 776 layer->setFbo(mCaches.fboCache.get()); 777 778 mSnapshot->region = &mSnapshot->layer->region; 779 mSnapshot->flags |= Snapshot::kFlagFboTarget; 780 781 mSnapshot->flags |= Snapshot::kFlagIsFboLayer; 782 mSnapshot->fbo = layer->getFbo(); 783 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 784 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 785 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 786 mSnapshot->height = bounds.getHeight(); 787 mSnapshot->flags |= Snapshot::kFlagDirtyOrtho; 788 mSnapshot->orthoMatrix.load(mOrthoMatrix); 789 790 endTiling(); 791 debugOverdraw(false, false); 792 // Bind texture to FBO 793 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 794 layer->bindTexture(); 795 796 // Initialize the texture if needed 797 if (layer->isEmpty()) { 798 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 799 layer->setEmpty(false); 800 } 801 802 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 803 layer->getTexture(), 0); 804 805 startTiling(mSnapshot); 806 807 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 808 mCaches.enableScissor(); 809 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 810 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 811 glClear(GL_COLOR_BUFFER_BIT); 812 813 dirtyClip(); 814 815 // Change the ortho projection 816 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 817 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 818 819 return true; 820} 821 822/** 823 * Read the documentation of createLayer() before doing anything in this method. 824 */ 825void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 826 if (!current->layer) { 827 ALOGE("Attempting to compose a layer that does not exist"); 828 return; 829 } 830 831 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 832 833 if (fboLayer) { 834 endTiling(); 835 836 // Detach the texture from the FBO 837 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 838 // Unbind current FBO and restore previous one 839 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 840 debugOverdraw(true, false); 841 842 startTiling(previous); 843 } 844 845 Layer* layer = current->layer; 846 const Rect& rect = layer->layer; 847 848 if (!fboLayer && layer->getAlpha() < 255) { 849 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 850 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 851 // Required below, composeLayerRect() will divide by 255 852 layer->setAlpha(255); 853 } 854 855 mCaches.unbindMeshBuffer(); 856 857 mCaches.activeTexture(0); 858 859 // When the layer is stored in an FBO, we can save a bit of fillrate by 860 // drawing only the dirty region 861 if (fboLayer) { 862 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 863 if (layer->getColorFilter()) { 864 setupColorFilter(layer->getColorFilter()); 865 } 866 composeLayerRegion(layer, rect); 867 if (layer->getColorFilter()) { 868 resetColorFilter(); 869 } 870 } else if (!rect.isEmpty()) { 871 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 872 composeLayerRect(layer, rect, true); 873 } 874 875 if (fboLayer) { 876 // Note: No need to use glDiscardFramebufferEXT() since we never 877 // create/compose layers that are not on screen with this 878 // code path 879 // See LayerRenderer::destroyLayer(Layer*) 880 881 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 882 mCaches.fboCache.put(current->fbo); 883 layer->setFbo(0); 884 } 885 886 dirtyClip(); 887 888 // Failing to add the layer to the cache should happen only if the layer is too large 889 if (!mCaches.layerCache.put(layer)) { 890 LAYER_LOGD("Deleting layer"); 891 Caches::getInstance().resourceCache.decrementRefcount(layer); 892 } 893} 894 895void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 896 float alpha = layer->getAlpha() / 255.0f; 897 898 setupDraw(); 899 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 900 setupDrawWithTexture(); 901 } else { 902 setupDrawWithExternalTexture(); 903 } 904 setupDrawTextureTransform(); 905 setupDrawColor(alpha, alpha, alpha, alpha); 906 setupDrawColorFilter(); 907 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 908 setupDrawProgram(); 909 setupDrawPureColorUniforms(); 910 setupDrawColorFilterUniforms(); 911 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 912 setupDrawTexture(layer->getTexture()); 913 } else { 914 setupDrawExternalTexture(layer->getTexture()); 915 } 916 if (mSnapshot->transform->isPureTranslate() && 917 layer->getWidth() == (uint32_t) rect.getWidth() && 918 layer->getHeight() == (uint32_t) rect.getHeight()) { 919 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 920 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 921 922 layer->setFilter(GL_NEAREST); 923 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 924 } else { 925 layer->setFilter(GL_LINEAR); 926 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 927 } 928 setupDrawTextureTransformUniforms(layer->getTexTransform()); 929 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 930 931 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 932 933 finishDrawTexture(); 934} 935 936void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 937 if (!layer->isTextureLayer()) { 938 const Rect& texCoords = layer->texCoords; 939 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 940 texCoords.right, texCoords.bottom); 941 942 float x = rect.left; 943 float y = rect.top; 944 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 945 layer->getWidth() == (uint32_t) rect.getWidth() && 946 layer->getHeight() == (uint32_t) rect.getHeight(); 947 948 if (simpleTransform) { 949 // When we're swapping, the layer is already in screen coordinates 950 if (!swap) { 951 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 952 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 953 } 954 955 layer->setFilter(GL_NEAREST, true); 956 } else { 957 layer->setFilter(GL_LINEAR, true); 958 } 959 960 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 961 layer->getTexture(), layer->getAlpha() / 255.0f, 962 layer->getMode(), layer->isBlend(), 963 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 964 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 965 966 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 967 } else { 968 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 969 drawTextureLayer(layer, rect); 970 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 971 } 972} 973 974void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 975 if (layer->region.isRect()) { 976 layer->setRegionAsRect(); 977 978 composeLayerRect(layer, layer->regionRect); 979 980 layer->region.clear(); 981 return; 982 } 983 984 // TODO: See LayerRenderer.cpp::generateMesh() for important 985 // information about this implementation 986 if (CC_LIKELY(!layer->region.isEmpty())) { 987 size_t count; 988 const android::Rect* rects = layer->region.getArray(&count); 989 990 const float alpha = layer->getAlpha() / 255.0f; 991 const float texX = 1.0f / float(layer->getWidth()); 992 const float texY = 1.0f / float(layer->getHeight()); 993 const float height = rect.getHeight(); 994 995 TextureVertex* mesh = mCaches.getRegionMesh(); 996 GLsizei numQuads = 0; 997 998 setupDraw(); 999 setupDrawWithTexture(); 1000 setupDrawColor(alpha, alpha, alpha, alpha); 1001 setupDrawColorFilter(); 1002 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1003 setupDrawProgram(); 1004 setupDrawDirtyRegionsDisabled(); 1005 setupDrawPureColorUniforms(); 1006 setupDrawColorFilterUniforms(); 1007 setupDrawTexture(layer->getTexture()); 1008 if (mSnapshot->transform->isPureTranslate()) { 1009 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 1010 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 1011 1012 layer->setFilter(GL_NEAREST); 1013 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1014 } else { 1015 layer->setFilter(GL_LINEAR); 1016 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1017 } 1018 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 1019 1020 for (size_t i = 0; i < count; i++) { 1021 const android::Rect* r = &rects[i]; 1022 1023 const float u1 = r->left * texX; 1024 const float v1 = (height - r->top) * texY; 1025 const float u2 = r->right * texX; 1026 const float v2 = (height - r->bottom) * texY; 1027 1028 // TODO: Reject quads outside of the clip 1029 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1030 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1031 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1032 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1033 1034 numQuads++; 1035 1036 if (numQuads >= REGION_MESH_QUAD_COUNT) { 1037 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 1038 numQuads = 0; 1039 mesh = mCaches.getRegionMesh(); 1040 } 1041 } 1042 1043 if (numQuads > 0) { 1044 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 1045 } 1046 1047 finishDrawTexture(); 1048 1049#if DEBUG_LAYERS_AS_REGIONS 1050 drawRegionRects(layer->region); 1051#endif 1052 1053 layer->region.clear(); 1054 } 1055} 1056 1057void OpenGLRenderer::drawRegionRects(const Region& region) { 1058#if DEBUG_LAYERS_AS_REGIONS 1059 size_t count; 1060 const android::Rect* rects = region.getArray(&count); 1061 1062 uint32_t colors[] = { 1063 0x7fff0000, 0x7f00ff00, 1064 0x7f0000ff, 0x7fff00ff, 1065 }; 1066 1067 int offset = 0; 1068 int32_t top = rects[0].top; 1069 1070 for (size_t i = 0; i < count; i++) { 1071 if (top != rects[i].top) { 1072 offset ^= 0x2; 1073 top = rects[i].top; 1074 } 1075 1076 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1077 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1078 SkXfermode::kSrcOver_Mode); 1079 } 1080#endif 1081} 1082 1083void OpenGLRenderer::dirtyLayer(const float left, const float top, 1084 const float right, const float bottom, const mat4 transform) { 1085 if (hasLayer()) { 1086 Rect bounds(left, top, right, bottom); 1087 transform.mapRect(bounds); 1088 dirtyLayerUnchecked(bounds, getRegion()); 1089 } 1090} 1091 1092void OpenGLRenderer::dirtyLayer(const float left, const float top, 1093 const float right, const float bottom) { 1094 if (hasLayer()) { 1095 Rect bounds(left, top, right, bottom); 1096 dirtyLayerUnchecked(bounds, getRegion()); 1097 } 1098} 1099 1100void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1101 if (bounds.intersect(*mSnapshot->clipRect)) { 1102 bounds.snapToPixelBoundaries(); 1103 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1104 if (!dirty.isEmpty()) { 1105 region->orSelf(dirty); 1106 } 1107 } 1108} 1109 1110void OpenGLRenderer::clearLayerRegions() { 1111 const size_t count = mLayers.size(); 1112 if (count == 0) return; 1113 1114 if (!mSnapshot->isIgnored()) { 1115 // Doing several glScissor/glClear here can negatively impact 1116 // GPUs with a tiler architecture, instead we draw quads with 1117 // the Clear blending mode 1118 1119 // The list contains bounds that have already been clipped 1120 // against their initial clip rect, and the current clip 1121 // is likely different so we need to disable clipping here 1122 bool scissorChanged = mCaches.disableScissor(); 1123 1124 Vertex mesh[count * 6]; 1125 Vertex* vertex = mesh; 1126 1127 for (uint32_t i = 0; i < count; i++) { 1128 Rect* bounds = mLayers.itemAt(i); 1129 1130 Vertex::set(vertex++, bounds->left, bounds->bottom); 1131 Vertex::set(vertex++, bounds->left, bounds->top); 1132 Vertex::set(vertex++, bounds->right, bounds->top); 1133 Vertex::set(vertex++, bounds->left, bounds->bottom); 1134 Vertex::set(vertex++, bounds->right, bounds->top); 1135 Vertex::set(vertex++, bounds->right, bounds->bottom); 1136 1137 delete bounds; 1138 } 1139 1140 setupDraw(false); 1141 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1142 setupDrawBlending(true, SkXfermode::kClear_Mode); 1143 setupDrawProgram(); 1144 setupDrawPureColorUniforms(); 1145 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1146 setupDrawVertices(&mesh[0].position[0]); 1147 1148 glDrawArrays(GL_TRIANGLES, 0, count * 6); 1149 1150 if (scissorChanged) mCaches.enableScissor(); 1151 } else { 1152 for (uint32_t i = 0; i < count; i++) { 1153 delete mLayers.itemAt(i); 1154 } 1155 } 1156 1157 mLayers.clear(); 1158} 1159 1160/////////////////////////////////////////////////////////////////////////////// 1161// Transforms 1162/////////////////////////////////////////////////////////////////////////////// 1163 1164void OpenGLRenderer::translate(float dx, float dy) { 1165 mSnapshot->transform->translate(dx, dy, 0.0f); 1166} 1167 1168void OpenGLRenderer::rotate(float degrees) { 1169 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 1170} 1171 1172void OpenGLRenderer::scale(float sx, float sy) { 1173 mSnapshot->transform->scale(sx, sy, 1.0f); 1174} 1175 1176void OpenGLRenderer::skew(float sx, float sy) { 1177 mSnapshot->transform->skew(sx, sy); 1178} 1179 1180void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1181 if (matrix) { 1182 mSnapshot->transform->load(*matrix); 1183 } else { 1184 mSnapshot->transform->loadIdentity(); 1185 } 1186} 1187 1188void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1189 mSnapshot->transform->copyTo(*matrix); 1190} 1191 1192void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1193 SkMatrix transform; 1194 mSnapshot->transform->copyTo(transform); 1195 transform.preConcat(*matrix); 1196 mSnapshot->transform->load(transform); 1197} 1198 1199/////////////////////////////////////////////////////////////////////////////// 1200// Clipping 1201/////////////////////////////////////////////////////////////////////////////// 1202 1203void OpenGLRenderer::setScissorFromClip() { 1204 Rect clip(*mSnapshot->clipRect); 1205 clip.snapToPixelBoundaries(); 1206 1207 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1208 clip.getWidth(), clip.getHeight())) { 1209 mDirtyClip = false; 1210 } 1211} 1212 1213const Rect& OpenGLRenderer::getClipBounds() { 1214 return mSnapshot->getLocalClip(); 1215} 1216 1217bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom) { 1218 if (mSnapshot->isIgnored()) { 1219 return true; 1220 } 1221 1222 Rect r(left, top, right, bottom); 1223 mSnapshot->transform->mapRect(r); 1224 r.snapToPixelBoundaries(); 1225 1226 Rect clipRect(*mSnapshot->clipRect); 1227 clipRect.snapToPixelBoundaries(); 1228 1229 return !clipRect.intersects(r); 1230} 1231 1232bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1233 Rect& transformed, Rect& clip) { 1234 if (mSnapshot->isIgnored()) { 1235 return true; 1236 } 1237 1238 transformed.set(left, top, right, bottom); 1239 mSnapshot->transform->mapRect(transformed); 1240 transformed.snapToPixelBoundaries(); 1241 1242 clip.set(*mSnapshot->clipRect); 1243 clip.snapToPixelBoundaries(); 1244 1245 return !clip.intersects(transformed); 1246} 1247 1248bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, SkPaint* paint) { 1249 if (paint->getStyle() != SkPaint::kFill_Style) { 1250 float outset = paint->getStrokeWidth() * 0.5f; 1251 return quickReject(left - outset, top - outset, right + outset, bottom + outset); 1252 } else { 1253 return quickReject(left, top, right, bottom); 1254 } 1255} 1256 1257bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1258 if (mSnapshot->isIgnored() || bottom <= top || right <= left) { 1259 return true; 1260 } 1261 1262 Rect r(left, top, right, bottom); 1263 mSnapshot->transform->mapRect(r); 1264 r.snapToPixelBoundaries(); 1265 1266 Rect clipRect(*mSnapshot->clipRect); 1267 clipRect.snapToPixelBoundaries(); 1268 1269 bool rejected = !clipRect.intersects(r); 1270 if (!isDeferred() && !rejected) { 1271 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clipRect.contains(r)); 1272 } 1273 1274 return rejected; 1275} 1276 1277bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1278 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1279 if (clipped) { 1280 dirtyClip(); 1281 } 1282 return !mSnapshot->clipRect->isEmpty(); 1283} 1284 1285Rect* OpenGLRenderer::getClipRect() { 1286 return mSnapshot->clipRect; 1287} 1288 1289/////////////////////////////////////////////////////////////////////////////// 1290// Drawing commands 1291/////////////////////////////////////////////////////////////////////////////// 1292 1293void OpenGLRenderer::setupDraw(bool clear) { 1294 // TODO: It would be best if we could do this before quickReject() 1295 // changes the scissor test state 1296 if (clear) clearLayerRegions(); 1297 if (mDirtyClip) { 1298 setScissorFromClip(); 1299 } 1300 mDescription.reset(); 1301 mSetShaderColor = false; 1302 mColorSet = false; 1303 mColorA = mColorR = mColorG = mColorB = 0.0f; 1304 mTextureUnit = 0; 1305 mTrackDirtyRegions = true; 1306} 1307 1308void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1309 mDescription.hasTexture = true; 1310 mDescription.hasAlpha8Texture = isAlpha8; 1311} 1312 1313void OpenGLRenderer::setupDrawWithExternalTexture() { 1314 mDescription.hasExternalTexture = true; 1315} 1316 1317void OpenGLRenderer::setupDrawNoTexture() { 1318 mCaches.disbaleTexCoordsVertexArray(); 1319} 1320 1321void OpenGLRenderer::setupDrawAA() { 1322 mDescription.isAA = true; 1323} 1324 1325void OpenGLRenderer::setupDrawVertexShape() { 1326 mDescription.isVertexShape = true; 1327} 1328 1329void OpenGLRenderer::setupDrawPoint(float pointSize) { 1330 mDescription.isPoint = true; 1331 mDescription.pointSize = pointSize; 1332} 1333 1334void OpenGLRenderer::setupDrawColor(int color) { 1335 setupDrawColor(color, (color >> 24) & 0xFF); 1336} 1337 1338void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1339 mColorA = alpha / 255.0f; 1340 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1341 // the rgb values by a instead of also dividing by 255 1342 const float a = mColorA / 255.0f; 1343 mColorR = a * ((color >> 16) & 0xFF); 1344 mColorG = a * ((color >> 8) & 0xFF); 1345 mColorB = a * ((color ) & 0xFF); 1346 mColorSet = true; 1347 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1348} 1349 1350void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1351 mColorA = alpha / 255.0f; 1352 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1353 // the rgb values by a instead of also dividing by 255 1354 const float a = mColorA / 255.0f; 1355 mColorR = a * ((color >> 16) & 0xFF); 1356 mColorG = a * ((color >> 8) & 0xFF); 1357 mColorB = a * ((color ) & 0xFF); 1358 mColorSet = true; 1359 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1360} 1361 1362void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1363 mCaches.fontRenderer->describe(mDescription, paint); 1364} 1365 1366void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1367 mColorA = a; 1368 mColorR = r; 1369 mColorG = g; 1370 mColorB = b; 1371 mColorSet = true; 1372 mSetShaderColor = mDescription.setColor(r, g, b, a); 1373} 1374 1375void OpenGLRenderer::setupDrawShader() { 1376 if (mShader) { 1377 mShader->describe(mDescription, mCaches.extensions); 1378 } 1379} 1380 1381void OpenGLRenderer::setupDrawColorFilter() { 1382 if (mColorFilter) { 1383 mColorFilter->describe(mDescription, mCaches.extensions); 1384 } 1385} 1386 1387void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1388 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1389 mColorA = 1.0f; 1390 mColorR = mColorG = mColorB = 0.0f; 1391 mSetShaderColor = mDescription.modulate = true; 1392 } 1393} 1394 1395void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1396 // When the blending mode is kClear_Mode, we need to use a modulate color 1397 // argb=1,0,0,0 1398 accountForClear(mode); 1399 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1400 mDescription, swapSrcDst); 1401} 1402 1403void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1404 // When the blending mode is kClear_Mode, we need to use a modulate color 1405 // argb=1,0,0,0 1406 accountForClear(mode); 1407 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()) || 1408 (mColorFilter && mColorFilter->blend()), mode, mDescription, swapSrcDst); 1409} 1410 1411void OpenGLRenderer::setupDrawProgram() { 1412 useProgram(mCaches.programCache.get(mDescription)); 1413} 1414 1415void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1416 mTrackDirtyRegions = false; 1417} 1418 1419void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1420 bool ignoreTransform) { 1421 mModelView.loadTranslate(left, top, 0.0f); 1422 if (!ignoreTransform) { 1423 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1424 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1425 } else { 1426 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1427 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1428 } 1429} 1430 1431void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1432 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1433} 1434 1435void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1436 bool ignoreTransform, bool ignoreModelView) { 1437 if (!ignoreModelView) { 1438 mModelView.loadTranslate(left, top, 0.0f); 1439 mModelView.scale(right - left, bottom - top, 1.0f); 1440 } else { 1441 mModelView.loadIdentity(); 1442 } 1443 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1444 if (!ignoreTransform) { 1445 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1446 if (mTrackDirtyRegions && dirty) { 1447 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1448 } 1449 } else { 1450 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1451 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1452 } 1453} 1454 1455void OpenGLRenderer::setupDrawPointUniforms() { 1456 int slot = mCaches.currentProgram->getUniform("pointSize"); 1457 glUniform1f(slot, mDescription.pointSize); 1458} 1459 1460void OpenGLRenderer::setupDrawColorUniforms() { 1461 if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) { 1462 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1463 } 1464} 1465 1466void OpenGLRenderer::setupDrawPureColorUniforms() { 1467 if (mSetShaderColor) { 1468 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1469 } 1470} 1471 1472void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1473 if (mShader) { 1474 if (ignoreTransform) { 1475 mModelView.loadInverse(*mSnapshot->transform); 1476 } 1477 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1478 } 1479} 1480 1481void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1482 if (mShader) { 1483 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1484 } 1485} 1486 1487void OpenGLRenderer::setupDrawColorFilterUniforms() { 1488 if (mColorFilter) { 1489 mColorFilter->setupProgram(mCaches.currentProgram); 1490 } 1491} 1492 1493void OpenGLRenderer::setupDrawTextGammaUniforms() { 1494 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1495} 1496 1497void OpenGLRenderer::setupDrawSimpleMesh() { 1498 bool force = mCaches.bindMeshBuffer(); 1499 mCaches.bindPositionVertexPointer(force, 0); 1500 mCaches.unbindIndicesBuffer(); 1501} 1502 1503void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1504 bindTexture(texture); 1505 mTextureUnit++; 1506 mCaches.enableTexCoordsVertexArray(); 1507} 1508 1509void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1510 bindExternalTexture(texture); 1511 mTextureUnit++; 1512 mCaches.enableTexCoordsVertexArray(); 1513} 1514 1515void OpenGLRenderer::setupDrawTextureTransform() { 1516 mDescription.hasTextureTransform = true; 1517} 1518 1519void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1520 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1521 GL_FALSE, &transform.data[0]); 1522} 1523 1524void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1525 bool force = false; 1526 if (!vertices) { 1527 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1528 } else { 1529 force = mCaches.unbindMeshBuffer(); 1530 } 1531 1532 mCaches.bindPositionVertexPointer(force, vertices); 1533 if (mCaches.currentProgram->texCoords >= 0) { 1534 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1535 } 1536 1537 mCaches.unbindIndicesBuffer(); 1538} 1539 1540void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1541 bool force = mCaches.unbindMeshBuffer(); 1542 mCaches.bindPositionVertexPointer(force, vertices); 1543 if (mCaches.currentProgram->texCoords >= 0) { 1544 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1545 } 1546} 1547 1548void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1549 bool force = mCaches.unbindMeshBuffer(); 1550 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1551 mCaches.unbindIndicesBuffer(); 1552} 1553 1554/** 1555 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1556 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1557 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1558 * attributes (one per vertex) are values from zero to one that tells the fragment 1559 * shader where the fragment is in relation to the line width/length overall; these values are 1560 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1561 * region of the line. 1562 * Note that we only pass down the width values in this setup function. The length coordinates 1563 * are set up for each individual segment. 1564 */ 1565void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1566 GLvoid* lengthCoords, float boundaryWidthProportion, int& widthSlot, int& lengthSlot) { 1567 bool force = mCaches.unbindMeshBuffer(); 1568 mCaches.bindPositionVertexPointer(force, vertices, gAAVertexStride); 1569 mCaches.resetTexCoordsVertexPointer(); 1570 mCaches.unbindIndicesBuffer(); 1571 1572 widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1573 glEnableVertexAttribArray(widthSlot); 1574 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1575 1576 lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1577 glEnableVertexAttribArray(lengthSlot); 1578 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1579 1580 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1581 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1582} 1583 1584void OpenGLRenderer::finishDrawAALine(const int widthSlot, const int lengthSlot) { 1585 glDisableVertexAttribArray(widthSlot); 1586 glDisableVertexAttribArray(lengthSlot); 1587} 1588 1589void OpenGLRenderer::finishDrawTexture() { 1590} 1591 1592/////////////////////////////////////////////////////////////////////////////// 1593// Drawing 1594/////////////////////////////////////////////////////////////////////////////// 1595 1596status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, 1597 Rect& dirty, int32_t flags, uint32_t level) { 1598 1599 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1600 // will be performed by the display list itself 1601 if (displayList && displayList->isRenderable()) { 1602 return displayList->replay(*this, dirty, flags, level); 1603 } 1604 1605 return DrawGlInfo::kStatusDone; 1606} 1607 1608void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1609 if (displayList) { 1610 displayList->output(*this, level); 1611 } 1612} 1613 1614void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1615 int alpha; 1616 SkXfermode::Mode mode; 1617 getAlphaAndMode(paint, &alpha, &mode); 1618 1619 float x = left; 1620 float y = top; 1621 1622 GLenum filter = GL_LINEAR; 1623 bool ignoreTransform = false; 1624 if (mSnapshot->transform->isPureTranslate()) { 1625 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1626 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1627 ignoreTransform = true; 1628 filter = GL_NEAREST; 1629 } else { 1630 filter = FILTER(paint); 1631 } 1632 1633 setupDraw(); 1634 setupDrawWithTexture(true); 1635 if (paint) { 1636 setupDrawAlpha8Color(paint->getColor(), alpha); 1637 } 1638 setupDrawColorFilter(); 1639 setupDrawShader(); 1640 setupDrawBlending(true, mode); 1641 setupDrawProgram(); 1642 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1643 1644 setupDrawTexture(texture->id); 1645 texture->setWrap(GL_CLAMP_TO_EDGE); 1646 texture->setFilter(filter); 1647 1648 setupDrawPureColorUniforms(); 1649 setupDrawColorFilterUniforms(); 1650 setupDrawShaderUniforms(); 1651 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1652 1653 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1654 1655 finishDrawTexture(); 1656} 1657 1658status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1659 const float right = left + bitmap->width(); 1660 const float bottom = top + bitmap->height(); 1661 1662 if (quickReject(left, top, right, bottom)) { 1663 return DrawGlInfo::kStatusDone; 1664 } 1665 1666 mCaches.activeTexture(0); 1667 Texture* texture = mCaches.textureCache.get(bitmap); 1668 if (!texture) return DrawGlInfo::kStatusDone; 1669 const AutoTexture autoCleanup(texture); 1670 1671 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1672 drawAlphaBitmap(texture, left, top, paint); 1673 } else { 1674 drawTextureRect(left, top, right, bottom, texture, paint); 1675 } 1676 1677 return DrawGlInfo::kStatusDrew; 1678} 1679 1680status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1681 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1682 const mat4 transform(*matrix); 1683 transform.mapRect(r); 1684 1685 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1686 return DrawGlInfo::kStatusDone; 1687 } 1688 1689 mCaches.activeTexture(0); 1690 Texture* texture = mCaches.textureCache.get(bitmap); 1691 if (!texture) return DrawGlInfo::kStatusDone; 1692 const AutoTexture autoCleanup(texture); 1693 1694 // This could be done in a cheaper way, all we need is pass the matrix 1695 // to the vertex shader. The save/restore is a bit overkill. 1696 save(SkCanvas::kMatrix_SaveFlag); 1697 concatMatrix(matrix); 1698 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1699 restore(); 1700 1701 return DrawGlInfo::kStatusDrew; 1702} 1703 1704status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1705 const float right = left + bitmap->width(); 1706 const float bottom = top + bitmap->height(); 1707 1708 if (quickReject(left, top, right, bottom)) { 1709 return DrawGlInfo::kStatusDone; 1710 } 1711 1712 mCaches.activeTexture(0); 1713 Texture* texture = mCaches.textureCache.getTransient(bitmap); 1714 const AutoTexture autoCleanup(texture); 1715 1716 drawTextureRect(left, top, right, bottom, texture, paint); 1717 1718 return DrawGlInfo::kStatusDrew; 1719} 1720 1721status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1722 float* vertices, int* colors, SkPaint* paint) { 1723 if (!vertices || mSnapshot->isIgnored()) { 1724 return DrawGlInfo::kStatusDone; 1725 } 1726 1727 // TODO: We should compute the bounding box when recording the display list 1728 float left = FLT_MAX; 1729 float top = FLT_MAX; 1730 float right = FLT_MIN; 1731 float bottom = FLT_MIN; 1732 1733 const uint32_t count = meshWidth * meshHeight * 6; 1734 1735 // TODO: Support the colors array 1736 TextureVertex mesh[count]; 1737 TextureVertex* vertex = mesh; 1738 1739 for (int32_t y = 0; y < meshHeight; y++) { 1740 for (int32_t x = 0; x < meshWidth; x++) { 1741 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1742 1743 float u1 = float(x) / meshWidth; 1744 float u2 = float(x + 1) / meshWidth; 1745 float v1 = float(y) / meshHeight; 1746 float v2 = float(y + 1) / meshHeight; 1747 1748 int ax = i + (meshWidth + 1) * 2; 1749 int ay = ax + 1; 1750 int bx = i; 1751 int by = bx + 1; 1752 int cx = i + 2; 1753 int cy = cx + 1; 1754 int dx = i + (meshWidth + 1) * 2 + 2; 1755 int dy = dx + 1; 1756 1757 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1758 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1759 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1760 1761 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1762 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1763 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1764 1765 // TODO: This could be optimized to avoid unnecessary ops 1766 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1767 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1768 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1769 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1770 } 1771 } 1772 1773 if (quickReject(left, top, right, bottom)) { 1774 return DrawGlInfo::kStatusDone; 1775 } 1776 1777 mCaches.activeTexture(0); 1778 Texture* texture = mCaches.textureCache.get(bitmap); 1779 if (!texture) return DrawGlInfo::kStatusDone; 1780 const AutoTexture autoCleanup(texture); 1781 1782 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1783 texture->setFilter(FILTER(paint), true); 1784 1785 int alpha; 1786 SkXfermode::Mode mode; 1787 getAlphaAndMode(paint, &alpha, &mode); 1788 1789 if (hasLayer()) { 1790 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1791 } 1792 1793 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1794 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1795 GL_TRIANGLES, count, false, false, 0, false, false); 1796 1797 return DrawGlInfo::kStatusDrew; 1798} 1799 1800status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1801 float srcLeft, float srcTop, float srcRight, float srcBottom, 1802 float dstLeft, float dstTop, float dstRight, float dstBottom, 1803 SkPaint* paint) { 1804 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1805 return DrawGlInfo::kStatusDone; 1806 } 1807 1808 mCaches.activeTexture(0); 1809 Texture* texture = mCaches.textureCache.get(bitmap); 1810 if (!texture) return DrawGlInfo::kStatusDone; 1811 const AutoTexture autoCleanup(texture); 1812 1813 const float width = texture->width; 1814 const float height = texture->height; 1815 1816 const float u1 = fmax(0.0f, srcLeft / width); 1817 const float v1 = fmax(0.0f, srcTop / height); 1818 const float u2 = fmin(1.0f, srcRight / width); 1819 const float v2 = fmin(1.0f, srcBottom / height); 1820 1821 mCaches.unbindMeshBuffer(); 1822 resetDrawTextureTexCoords(u1, v1, u2, v2); 1823 1824 int alpha; 1825 SkXfermode::Mode mode; 1826 getAlphaAndMode(paint, &alpha, &mode); 1827 1828 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1829 1830 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 1831 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1832 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1833 1834 GLenum filter = GL_NEAREST; 1835 // Enable linear filtering if the source rectangle is scaled 1836 if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) { 1837 filter = FILTER(paint); 1838 } 1839 1840 texture->setFilter(filter, true); 1841 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1842 texture->id, alpha / 255.0f, mode, texture->blend, 1843 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1844 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1845 } else { 1846 texture->setFilter(FILTER(paint), true); 1847 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1848 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1849 GL_TRIANGLE_STRIP, gMeshCount); 1850 } 1851 1852 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1853 1854 return DrawGlInfo::kStatusDrew; 1855} 1856 1857status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1858 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1859 float left, float top, float right, float bottom, SkPaint* paint) { 1860 int alpha; 1861 SkXfermode::Mode mode; 1862 getAlphaAndModeDirect(paint, &alpha, &mode); 1863 1864 return drawPatch(bitmap, xDivs, yDivs, colors, width, height, numColors, 1865 left, top, right, bottom, alpha, mode); 1866} 1867 1868status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1869 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1870 float left, float top, float right, float bottom, int alpha, SkXfermode::Mode mode) { 1871 if (quickReject(left, top, right, bottom)) { 1872 return DrawGlInfo::kStatusDone; 1873 } 1874 1875 alpha *= mSnapshot->alpha; 1876 1877 mCaches.activeTexture(0); 1878 Texture* texture = mCaches.textureCache.get(bitmap); 1879 if (!texture) return DrawGlInfo::kStatusDone; 1880 const AutoTexture autoCleanup(texture); 1881 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1882 texture->setFilter(GL_LINEAR, true); 1883 1884 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1885 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1886 1887 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 1888 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1889 // Mark the current layer dirty where we are going to draw the patch 1890 if (hasLayer() && mesh->hasEmptyQuads) { 1891 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1892 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1893 const size_t count = mesh->quads.size(); 1894 for (size_t i = 0; i < count; i++) { 1895 const Rect& bounds = mesh->quads.itemAt(i); 1896 if (CC_LIKELY(pureTranslate)) { 1897 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1898 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1899 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1900 } else { 1901 dirtyLayer(left + bounds.left, top + bounds.top, 1902 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1903 } 1904 } 1905 } 1906 1907 if (CC_LIKELY(pureTranslate)) { 1908 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1909 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1910 1911 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1912 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1913 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1914 true, !mesh->hasEmptyQuads); 1915 } else { 1916 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1917 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1918 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1919 true, !mesh->hasEmptyQuads); 1920 } 1921 } 1922 1923 return DrawGlInfo::kStatusDrew; 1924} 1925 1926/** 1927 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 1928 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 1929 * screen space in all directions. However, instead of using a fragment shader to compute the 1930 * translucency of the color from its position, we simply use a varying parameter to define how far 1931 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 1932 * 1933 * Doesn't yet support joins, caps, or path effects. 1934 */ 1935void OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { 1936 int color = paint->getColor(); 1937 SkPaint::Style style = paint->getStyle(); 1938 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 1939 bool isAA = paint->isAntiAlias(); 1940 1941 VertexBuffer vertexBuffer; 1942 // TODO: try clipping large paths to viewport 1943 PathRenderer::convexPathVertices(path, paint, mSnapshot->transform, vertexBuffer); 1944 1945 if (!vertexBuffer.getSize()) { 1946 // no vertices to draw 1947 return; 1948 } 1949 1950 setupDraw(); 1951 setupDrawNoTexture(); 1952 if (isAA) setupDrawAA(); 1953 setupDrawVertexShape(); 1954 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 1955 setupDrawColorFilter(); 1956 setupDrawShader(); 1957 setupDrawBlending(isAA, mode); 1958 setupDrawProgram(); 1959 setupDrawModelViewIdentity(); 1960 setupDrawColorUniforms(); 1961 setupDrawColorFilterUniforms(); 1962 setupDrawShaderIdentityUniforms(); 1963 1964 void* vertices = vertexBuffer.getBuffer(); 1965 bool force = mCaches.unbindMeshBuffer(); 1966 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 1967 mCaches.resetTexCoordsVertexPointer(); 1968 mCaches.unbindIndicesBuffer(); 1969 1970 int alphaSlot = -1; 1971 if (isAA) { 1972 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 1973 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 1974 1975 // TODO: avoid enable/disable in back to back uses of the alpha attribute 1976 glEnableVertexAttribArray(alphaSlot); 1977 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 1978 } 1979 1980 SkRect bounds = PathRenderer::computePathBounds(path, paint); 1981 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, *mSnapshot->transform); 1982 1983 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getSize()); 1984 1985 if (isAA) { 1986 glDisableVertexAttribArray(alphaSlot); 1987 } 1988} 1989 1990/** 1991 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1992 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1993 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1994 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 1995 * of the line. Hairlines are more involved because we need to account for transform scaling 1996 * to end up with a one-pixel-wide line in screen space.. 1997 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 1998 * in combination with values that we calculate and pass down in this method. The basic approach 1999 * is that the quad we create contains both the core line area plus a bounding area in which 2000 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 2001 * proportion of the width and the length of a given segment is represented by the boundary 2002 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 2003 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 2004 * on the inside). This ends up giving the result we want, with pixels that are completely 2005 * 'inside' the line area being filled opaquely and the other pixels being filled according to 2006 * how far into the boundary region they are, which is determined by shader interpolation. 2007 */ 2008status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 2009 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2010 2011 const bool isAA = paint->isAntiAlias(); 2012 // We use half the stroke width here because we're going to position the quad 2013 // corner vertices half of the width away from the line endpoints 2014 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 2015 // A stroke width of 0 has a special meaning in Skia: 2016 // it draws a line 1 px wide regardless of current transform 2017 bool isHairLine = paint->getStrokeWidth() == 0.0f; 2018 2019 float inverseScaleX = 1.0f; 2020 float inverseScaleY = 1.0f; 2021 bool scaled = false; 2022 2023 int alpha; 2024 SkXfermode::Mode mode; 2025 2026 int generatedVerticesCount = 0; 2027 int verticesCount = count; 2028 if (count > 4) { 2029 // Polyline: account for extra vertices needed for continuous tri-strip 2030 verticesCount += (count - 4); 2031 } 2032 2033 if (isHairLine || isAA) { 2034 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 2035 // the line on the screen should always be one pixel wide regardless of scale. For 2036 // AA lines, we only want one pixel of translucent boundary around the quad. 2037 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 2038 Matrix4 *mat = mSnapshot->transform; 2039 float m00 = mat->data[Matrix4::kScaleX]; 2040 float m01 = mat->data[Matrix4::kSkewY]; 2041 float m10 = mat->data[Matrix4::kSkewX]; 2042 float m11 = mat->data[Matrix4::kScaleY]; 2043 2044 float scaleX = sqrtf(m00 * m00 + m01 * m01); 2045 float scaleY = sqrtf(m10 * m10 + m11 * m11); 2046 2047 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 2048 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 2049 2050 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 2051 scaled = true; 2052 } 2053 } 2054 } 2055 2056 getAlphaAndMode(paint, &alpha, &mode); 2057 2058 mCaches.enableScissor(); 2059 2060 setupDraw(); 2061 setupDrawNoTexture(); 2062 if (isAA) { 2063 setupDrawAA(); 2064 } 2065 setupDrawColor(paint->getColor(), alpha); 2066 setupDrawColorFilter(); 2067 setupDrawShader(); 2068 setupDrawBlending(isAA, mode); 2069 setupDrawProgram(); 2070 setupDrawModelViewIdentity(true); 2071 setupDrawColorUniforms(); 2072 setupDrawColorFilterUniforms(); 2073 setupDrawShaderIdentityUniforms(); 2074 2075 if (isHairLine) { 2076 // Set a real stroke width to be used in quad construction 2077 halfStrokeWidth = isAA? 1 : .5; 2078 } else if (isAA && !scaled) { 2079 // Expand boundary to enable AA calculations on the quad border 2080 halfStrokeWidth += .5f; 2081 } 2082 2083 int widthSlot; 2084 int lengthSlot; 2085 2086 Vertex lines[verticesCount]; 2087 Vertex* vertices = &lines[0]; 2088 2089 AAVertex wLines[verticesCount]; 2090 AAVertex* aaVertices = &wLines[0]; 2091 2092 if (CC_UNLIKELY(!isAA)) { 2093 setupDrawVertices(vertices); 2094 } else { 2095 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 2096 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 2097 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 2098 // AA stroke width (the base stroke width expanded by a half pixel on either side). 2099 // This value is used in the fragment shader to determine how to fill fragments. 2100 // We will need to calculate the actual width proportion on each segment for 2101 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 2102 float boundaryWidthProportion = .5 - 1 / (2 * halfStrokeWidth); 2103 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, 2104 boundaryWidthProportion, widthSlot, lengthSlot); 2105 } 2106 2107 AAVertex* prevAAVertex = NULL; 2108 Vertex* prevVertex = NULL; 2109 2110 int boundaryLengthSlot = -1; 2111 int boundaryWidthSlot = -1; 2112 2113 for (int i = 0; i < count; i += 4) { 2114 // a = start point, b = end point 2115 vec2 a(points[i], points[i + 1]); 2116 vec2 b(points[i + 2], points[i + 3]); 2117 2118 float length = 0; 2119 float boundaryLengthProportion = 0; 2120 float boundaryWidthProportion = 0; 2121 2122 // Find the normal to the line 2123 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 2124 float x = n.x; 2125 n.x = -n.y; 2126 n.y = x; 2127 2128 if (isHairLine) { 2129 if (isAA) { 2130 float wideningFactor; 2131 if (fabs(n.x) >= fabs(n.y)) { 2132 wideningFactor = fabs(1.0f / n.x); 2133 } else { 2134 wideningFactor = fabs(1.0f / n.y); 2135 } 2136 n *= wideningFactor; 2137 } 2138 2139 if (scaled) { 2140 n.x *= inverseScaleX; 2141 n.y *= inverseScaleY; 2142 } 2143 } else if (scaled) { 2144 // Extend n by .5 pixel on each side, post-transform 2145 vec2 extendedN = n.copyNormalized(); 2146 extendedN /= 2; 2147 extendedN.x *= inverseScaleX; 2148 extendedN.y *= inverseScaleY; 2149 2150 float extendedNLength = extendedN.length(); 2151 // We need to set this value on the shader prior to drawing 2152 boundaryWidthProportion = .5 - extendedNLength / (halfStrokeWidth + extendedNLength); 2153 n += extendedN; 2154 } 2155 2156 // aa lines expand the endpoint vertices to encompass the AA boundary 2157 if (isAA) { 2158 vec2 abVector = (b - a); 2159 length = abVector.length(); 2160 abVector.normalize(); 2161 2162 if (scaled) { 2163 abVector.x *= inverseScaleX; 2164 abVector.y *= inverseScaleY; 2165 float abLength = abVector.length(); 2166 boundaryLengthProportion = .5 - abLength / (length + abLength); 2167 } else { 2168 boundaryLengthProportion = .5 - .5 / (length + 1); 2169 } 2170 2171 abVector /= 2; 2172 a -= abVector; 2173 b += abVector; 2174 } 2175 2176 // Four corners of the rectangle defining a thick line 2177 vec2 p1 = a - n; 2178 vec2 p2 = a + n; 2179 vec2 p3 = b + n; 2180 vec2 p4 = b - n; 2181 2182 2183 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 2184 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 2185 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 2186 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 2187 2188 if (!quickRejectNoScissor(left, top, right, bottom)) { 2189 if (!isAA) { 2190 if (prevVertex != NULL) { 2191 // Issue two repeat vertices to create degenerate triangles to bridge 2192 // between the previous line and the new one. This is necessary because 2193 // we are creating a single triangle_strip which will contain 2194 // potentially discontinuous line segments. 2195 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 2196 Vertex::set(vertices++, p1.x, p1.y); 2197 generatedVerticesCount += 2; 2198 } 2199 2200 Vertex::set(vertices++, p1.x, p1.y); 2201 Vertex::set(vertices++, p2.x, p2.y); 2202 Vertex::set(vertices++, p4.x, p4.y); 2203 Vertex::set(vertices++, p3.x, p3.y); 2204 2205 prevVertex = vertices - 1; 2206 generatedVerticesCount += 4; 2207 } else { 2208 if (!isHairLine && scaled) { 2209 // Must set width proportions per-segment for scaled non-hairlines to use the 2210 // correct AA boundary dimensions 2211 if (boundaryWidthSlot < 0) { 2212 boundaryWidthSlot = 2213 mCaches.currentProgram->getUniform("boundaryWidth"); 2214 } 2215 2216 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 2217 } 2218 2219 if (boundaryLengthSlot < 0) { 2220 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 2221 } 2222 2223 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 2224 2225 if (prevAAVertex != NULL) { 2226 // Issue two repeat vertices to create degenerate triangles to bridge 2227 // between the previous line and the new one. This is necessary because 2228 // we are creating a single triangle_strip which will contain 2229 // potentially discontinuous line segments. 2230 AAVertex::set(aaVertices++,prevAAVertex->position[0], 2231 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 2232 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2233 generatedVerticesCount += 2; 2234 } 2235 2236 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 2237 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 2238 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 2239 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 2240 2241 prevAAVertex = aaVertices - 1; 2242 generatedVerticesCount += 4; 2243 } 2244 2245 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 2246 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 2247 *mSnapshot->transform); 2248 } 2249 } 2250 2251 if (generatedVerticesCount > 0) { 2252 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 2253 } 2254 2255 if (isAA) { 2256 finishDrawAALine(widthSlot, lengthSlot); 2257 } 2258 2259 return DrawGlInfo::kStatusDrew; 2260} 2261 2262status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2263 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2264 2265 // TODO: The paint's cap style defines whether the points are square or circular 2266 // TODO: Handle AA for round points 2267 2268 // A stroke width of 0 has a special meaning in Skia: 2269 // it draws an unscaled 1px point 2270 float strokeWidth = paint->getStrokeWidth(); 2271 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 2272 if (isHairLine) { 2273 // Now that we know it's hairline, we can set the effective width, to be used later 2274 strokeWidth = 1.0f; 2275 } 2276 const float halfWidth = strokeWidth / 2; 2277 int alpha; 2278 SkXfermode::Mode mode; 2279 getAlphaAndMode(paint, &alpha, &mode); 2280 2281 int verticesCount = count >> 1; 2282 int generatedVerticesCount = 0; 2283 2284 TextureVertex pointsData[verticesCount]; 2285 TextureVertex* vertex = &pointsData[0]; 2286 2287 // TODO: We should optimize this method to not generate vertices for points 2288 // that lie outside of the clip. 2289 mCaches.enableScissor(); 2290 2291 setupDraw(); 2292 setupDrawNoTexture(); 2293 setupDrawPoint(strokeWidth); 2294 setupDrawColor(paint->getColor(), alpha); 2295 setupDrawColorFilter(); 2296 setupDrawShader(); 2297 setupDrawBlending(mode); 2298 setupDrawProgram(); 2299 setupDrawModelViewIdentity(true); 2300 setupDrawColorUniforms(); 2301 setupDrawColorFilterUniforms(); 2302 setupDrawPointUniforms(); 2303 setupDrawShaderIdentityUniforms(); 2304 setupDrawMesh(vertex); 2305 2306 for (int i = 0; i < count; i += 2) { 2307 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 2308 generatedVerticesCount++; 2309 2310 float left = points[i] - halfWidth; 2311 float right = points[i] + halfWidth; 2312 float top = points[i + 1] - halfWidth; 2313 float bottom = points [i + 1] + halfWidth; 2314 2315 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 2316 } 2317 2318 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 2319 2320 return DrawGlInfo::kStatusDrew; 2321} 2322 2323status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2324 // No need to check against the clip, we fill the clip region 2325 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2326 2327 Rect& clip(*mSnapshot->clipRect); 2328 clip.snapToPixelBoundaries(); 2329 2330 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2331 2332 return DrawGlInfo::kStatusDrew; 2333} 2334 2335status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2336 SkPaint* paint) { 2337 if (!texture) return DrawGlInfo::kStatusDone; 2338 const AutoTexture autoCleanup(texture); 2339 2340 const float x = left + texture->left - texture->offset; 2341 const float y = top + texture->top - texture->offset; 2342 2343 drawPathTexture(texture, x, y, paint); 2344 2345 return DrawGlInfo::kStatusDrew; 2346} 2347 2348status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2349 float rx, float ry, SkPaint* p) { 2350 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2351 return DrawGlInfo::kStatusDone; 2352 } 2353 2354 if (p->getPathEffect() != 0) { 2355 mCaches.activeTexture(0); 2356 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 2357 right - left, bottom - top, rx, ry, p); 2358 return drawShape(left, top, texture, p); 2359 } 2360 2361 SkPath path; 2362 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2363 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2364 float outset = p->getStrokeWidth() / 2; 2365 rect.outset(outset, outset); 2366 rx += outset; 2367 ry += outset; 2368 } 2369 path.addRoundRect(rect, rx, ry); 2370 drawConvexPath(path, p); 2371 2372 return DrawGlInfo::kStatusDrew; 2373} 2374 2375status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2376 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, 2377 x + radius, y + radius, p)) { 2378 return DrawGlInfo::kStatusDone; 2379 } 2380 if (p->getPathEffect() != 0) { 2381 mCaches.activeTexture(0); 2382 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, p); 2383 return drawShape(x - radius, y - radius, texture, p); 2384 } 2385 2386 SkPath path; 2387 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2388 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2389 } else { 2390 path.addCircle(x, y, radius); 2391 } 2392 drawConvexPath(path, p); 2393 2394 return DrawGlInfo::kStatusDrew; 2395} 2396 2397status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2398 SkPaint* p) { 2399 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2400 return DrawGlInfo::kStatusDone; 2401 } 2402 2403 if (p->getPathEffect() != 0) { 2404 mCaches.activeTexture(0); 2405 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, p); 2406 return drawShape(left, top, texture, p); 2407 } 2408 2409 SkPath path; 2410 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2411 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2412 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2413 } 2414 path.addOval(rect); 2415 drawConvexPath(path, p); 2416 2417 return DrawGlInfo::kStatusDrew; 2418} 2419 2420status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2421 float startAngle, float sweepAngle, bool useCenter, SkPaint* p) { 2422 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2423 return DrawGlInfo::kStatusDone; 2424 } 2425 2426 if (fabs(sweepAngle) >= 360.0f) { 2427 return drawOval(left, top, right, bottom, p); 2428 } 2429 2430 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2431 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || p->getStrokeCap() != SkPaint::kButt_Cap) { 2432 mCaches.activeTexture(0); 2433 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2434 startAngle, sweepAngle, useCenter, p); 2435 return drawShape(left, top, texture, p); 2436 } 2437 2438 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2439 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2440 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2441 } 2442 2443 SkPath path; 2444 if (useCenter) { 2445 path.moveTo(rect.centerX(), rect.centerY()); 2446 } 2447 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2448 if (useCenter) { 2449 path.close(); 2450 } 2451 drawConvexPath(path, p); 2452 2453 return DrawGlInfo::kStatusDrew; 2454} 2455 2456// See SkPaintDefaults.h 2457#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2458 2459status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2460 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p)) { 2461 return DrawGlInfo::kStatusDone; 2462 } 2463 2464 if (p->getStyle() != SkPaint::kFill_Style) { 2465 // only fill style is supported by drawConvexPath, since others have to handle joins 2466 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2467 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2468 mCaches.activeTexture(0); 2469 const PathTexture* texture = 2470 mCaches.rectShapeCache.getRect(right - left, bottom - top, p); 2471 return drawShape(left, top, texture, p); 2472 } 2473 2474 SkPath path; 2475 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2476 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2477 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2478 } 2479 path.addRect(rect); 2480 drawConvexPath(path, p); 2481 2482 return DrawGlInfo::kStatusDrew; 2483 } 2484 2485 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2486 SkPath path; 2487 path.addRect(left, top, right, bottom); 2488 drawConvexPath(path, p); 2489 } else { 2490 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2491 } 2492 2493 return DrawGlInfo::kStatusDrew; 2494} 2495 2496void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2497 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2498 float x, float y) { 2499 mCaches.activeTexture(0); 2500 2501 // NOTE: The drop shadow will not perform gamma correction 2502 // if shader-based correction is enabled 2503 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2504 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2505 paint, text, bytesCount, count, mShadowRadius, positions); 2506 const AutoTexture autoCleanup(shadow); 2507 2508 const float sx = x - shadow->left + mShadowDx; 2509 const float sy = y - shadow->top + mShadowDy; 2510 2511 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2512 int shadowColor = mShadowColor; 2513 if (mShader) { 2514 shadowColor = 0xffffffff; 2515 } 2516 2517 setupDraw(); 2518 setupDrawWithTexture(true); 2519 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2520 setupDrawColorFilter(); 2521 setupDrawShader(); 2522 setupDrawBlending(true, mode); 2523 setupDrawProgram(); 2524 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2525 setupDrawTexture(shadow->id); 2526 setupDrawPureColorUniforms(); 2527 setupDrawColorFilterUniforms(); 2528 setupDrawShaderUniforms(); 2529 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2530 2531 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2532} 2533 2534status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2535 const float* positions, SkPaint* paint) { 2536 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2537 (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) { 2538 return DrawGlInfo::kStatusDone; 2539 } 2540 2541 // NOTE: Skia does not support perspective transform on drawPosText yet 2542 if (!mSnapshot->transform->isSimple()) { 2543 return DrawGlInfo::kStatusDone; 2544 } 2545 2546 float x = 0.0f; 2547 float y = 0.0f; 2548 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2549 if (pureTranslate) { 2550 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2551 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2552 } 2553 2554 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2555 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2556 paint->getTextSize()); 2557 2558 int alpha; 2559 SkXfermode::Mode mode; 2560 getAlphaAndMode(paint, &alpha, &mode); 2561 2562 if (CC_UNLIKELY(mHasShadow)) { 2563 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode, 2564 0.0f, 0.0f); 2565 } 2566 2567 // Pick the appropriate texture filtering 2568 bool linearFilter = mSnapshot->transform->changesBounds(); 2569 if (pureTranslate && !linearFilter) { 2570 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2571 } 2572 2573 mCaches.activeTexture(0); 2574 setupDraw(); 2575 setupDrawTextGamma(paint); 2576 setupDrawDirtyRegionsDisabled(); 2577 setupDrawWithTexture(true); 2578 setupDrawAlpha8Color(paint->getColor(), alpha); 2579 setupDrawColorFilter(); 2580 setupDrawShader(); 2581 setupDrawBlending(true, mode); 2582 setupDrawProgram(); 2583 setupDrawModelView(x, y, x, y, pureTranslate, true); 2584 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2585 setupDrawPureColorUniforms(); 2586 setupDrawColorFilterUniforms(); 2587 setupDrawShaderUniforms(pureTranslate); 2588 setupDrawTextGammaUniforms(); 2589 2590 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2591 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2592 2593 const bool hasActiveLayer = hasLayer(); 2594 2595 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2596 positions, hasActiveLayer ? &bounds : NULL)) { 2597 if (hasActiveLayer) { 2598 if (!pureTranslate) { 2599 mSnapshot->transform->mapRect(bounds); 2600 } 2601 dirtyLayerUnchecked(bounds, getRegion()); 2602 } 2603 } 2604 2605 return DrawGlInfo::kStatusDrew; 2606} 2607 2608status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2609 float x, float y, const float* positions, SkPaint* paint, float length) { 2610 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2611 (paint->getAlpha() * mSnapshot->alpha == 0 && paint->getXfermode() == NULL)) { 2612 return DrawGlInfo::kStatusDone; 2613 } 2614 2615 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2616 switch (paint->getTextAlign()) { 2617 case SkPaint::kCenter_Align: 2618 x -= length / 2.0f; 2619 break; 2620 case SkPaint::kRight_Align: 2621 x -= length; 2622 break; 2623 default: 2624 break; 2625 } 2626 2627 SkPaint::FontMetrics metrics; 2628 paint->getFontMetrics(&metrics, 0.0f); 2629 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2630 return DrawGlInfo::kStatusDone; 2631 } 2632 2633 const float oldX = x; 2634 const float oldY = y; 2635 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2636 if (CC_LIKELY(pureTranslate)) { 2637 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2638 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2639 } 2640 2641#if DEBUG_GLYPHS 2642 ALOGD("OpenGLRenderer drawText() with FontID=%d", 2643 SkTypeface::UniqueID(paint->getTypeface())); 2644#endif 2645 2646 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2647 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2648 paint->getTextSize()); 2649 2650 int alpha; 2651 SkXfermode::Mode mode; 2652 getAlphaAndMode(paint, &alpha, &mode); 2653 2654 if (CC_UNLIKELY(mHasShadow)) { 2655 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, alpha, mode, 2656 oldX, oldY); 2657 } 2658 2659 // Pick the appropriate texture filtering 2660 bool linearFilter = mSnapshot->transform->changesBounds(); 2661 if (pureTranslate && !linearFilter) { 2662 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2663 } 2664 2665 // The font renderer will always use texture unit 0 2666 mCaches.activeTexture(0); 2667 setupDraw(); 2668 setupDrawTextGamma(paint); 2669 setupDrawDirtyRegionsDisabled(); 2670 setupDrawWithTexture(true); 2671 setupDrawAlpha8Color(paint->getColor(), alpha); 2672 setupDrawColorFilter(); 2673 setupDrawShader(); 2674 setupDrawBlending(true, mode); 2675 setupDrawProgram(); 2676 setupDrawModelView(x, y, x, y, pureTranslate, true); 2677 // See comment above; the font renderer must use texture unit 0 2678 // assert(mTextureUnit == 0) 2679 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2680 setupDrawPureColorUniforms(); 2681 setupDrawColorFilterUniforms(); 2682 setupDrawShaderUniforms(pureTranslate); 2683 setupDrawTextGammaUniforms(); 2684 2685 const Rect* clip = pureTranslate ? mSnapshot->clipRect : 2686 (mSnapshot->hasPerspectiveTransform() ? NULL : &mSnapshot->getLocalClip()); 2687 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2688 2689 const bool hasActiveLayer = hasLayer(); 2690 2691 bool status; 2692 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2693 SkPaint paintCopy(*paint); 2694 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2695 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2696 positions, hasActiveLayer ? &bounds : NULL); 2697 } else { 2698 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2699 positions, hasActiveLayer ? &bounds : NULL); 2700 } 2701 2702 if (status && hasActiveLayer) { 2703 if (!pureTranslate) { 2704 mSnapshot->transform->mapRect(bounds); 2705 } 2706 dirtyLayerUnchecked(bounds, getRegion()); 2707 } 2708 2709 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2710 2711 return DrawGlInfo::kStatusDrew; 2712} 2713 2714status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2715 float hOffset, float vOffset, SkPaint* paint) { 2716 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2717 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2718 return DrawGlInfo::kStatusDone; 2719 } 2720 2721 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2722 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2723 paint->getTextSize()); 2724 2725 int alpha; 2726 SkXfermode::Mode mode; 2727 getAlphaAndMode(paint, &alpha, &mode); 2728 2729 mCaches.activeTexture(0); 2730 setupDraw(); 2731 setupDrawTextGamma(paint); 2732 setupDrawDirtyRegionsDisabled(); 2733 setupDrawWithTexture(true); 2734 setupDrawAlpha8Color(paint->getColor(), alpha); 2735 setupDrawColorFilter(); 2736 setupDrawShader(); 2737 setupDrawBlending(true, mode); 2738 setupDrawProgram(); 2739 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2740 setupDrawTexture(fontRenderer.getTexture(true)); 2741 setupDrawPureColorUniforms(); 2742 setupDrawColorFilterUniforms(); 2743 setupDrawShaderUniforms(false); 2744 setupDrawTextGammaUniforms(); 2745 2746 const Rect* clip = &mSnapshot->getLocalClip(); 2747 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2748 2749 const bool hasActiveLayer = hasLayer(); 2750 2751 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2752 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2753 if (hasActiveLayer) { 2754 mSnapshot->transform->mapRect(bounds); 2755 dirtyLayerUnchecked(bounds, getRegion()); 2756 } 2757 } 2758 2759 return DrawGlInfo::kStatusDrew; 2760} 2761 2762status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2763 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2764 2765 mCaches.activeTexture(0); 2766 2767 // TODO: Perform early clip test before we rasterize the path 2768 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2769 if (!texture) return DrawGlInfo::kStatusDone; 2770 const AutoTexture autoCleanup(texture); 2771 2772 const float x = texture->left - texture->offset; 2773 const float y = texture->top - texture->offset; 2774 2775 drawPathTexture(texture, x, y, paint); 2776 2777 return DrawGlInfo::kStatusDrew; 2778} 2779 2780status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2781 if (!layer) { 2782 return DrawGlInfo::kStatusDone; 2783 } 2784 2785 mat4* transform = NULL; 2786 if (layer->isTextureLayer()) { 2787 transform = &layer->getTransform(); 2788 if (!transform->isIdentity()) { 2789 save(0); 2790 mSnapshot->transform->multiply(*transform); 2791 } 2792 } 2793 2794 Rect transformed; 2795 Rect clip; 2796 const bool rejected = quickRejectNoScissor(x, y, 2797 x + layer->layer.getWidth(), y + layer->layer.getHeight(), transformed, clip); 2798 2799 if (rejected) { 2800 if (transform && !transform->isIdentity()) { 2801 restore(); 2802 } 2803 return DrawGlInfo::kStatusDone; 2804 } 2805 2806 bool debugLayerUpdate = false; 2807 if (updateLayer(layer, true)) { 2808 debugLayerUpdate = mCaches.debugLayersUpdates; 2809 } 2810 2811 mCaches.setScissorEnabled(mScissorOptimizationDisabled || !clip.contains(transformed)); 2812 mCaches.activeTexture(0); 2813 2814 if (CC_LIKELY(!layer->region.isEmpty())) { 2815 SkiaColorFilter* oldFilter = mColorFilter; 2816 mColorFilter = layer->getColorFilter(); 2817 2818 if (layer->region.isRect()) { 2819 composeLayerRect(layer, layer->regionRect); 2820 } else if (layer->mesh) { 2821 const float a = layer->getAlpha() / 255.0f; 2822 setupDraw(); 2823 setupDrawWithTexture(); 2824 setupDrawColor(a, a, a, a); 2825 setupDrawColorFilter(); 2826 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2827 setupDrawProgram(); 2828 setupDrawPureColorUniforms(); 2829 setupDrawColorFilterUniforms(); 2830 setupDrawTexture(layer->getTexture()); 2831 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2832 int tx = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2833 int ty = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2834 2835 layer->setFilter(GL_NEAREST); 2836 setupDrawModelViewTranslate(tx, ty, 2837 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2838 } else { 2839 layer->setFilter(GL_LINEAR); 2840 setupDrawModelViewTranslate(x, y, 2841 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2842 } 2843 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2844 2845 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2846 GL_UNSIGNED_SHORT, layer->meshIndices); 2847 2848 finishDrawTexture(); 2849 2850#if DEBUG_LAYERS_AS_REGIONS 2851 drawRegionRects(layer->region); 2852#endif 2853 } 2854 2855 mColorFilter = oldFilter; 2856 2857 if (debugLayerUpdate) { 2858 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 2859 0x7f00ff00, SkXfermode::kSrcOver_Mode); 2860 } 2861 } 2862 2863 if (transform && !transform->isIdentity()) { 2864 restore(); 2865 } 2866 2867 return DrawGlInfo::kStatusDrew; 2868} 2869 2870/////////////////////////////////////////////////////////////////////////////// 2871// Shaders 2872/////////////////////////////////////////////////////////////////////////////// 2873 2874void OpenGLRenderer::resetShader() { 2875 mShader = NULL; 2876} 2877 2878void OpenGLRenderer::setupShader(SkiaShader* shader) { 2879 mShader = shader; 2880 if (mShader) { 2881 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2882 } 2883} 2884 2885/////////////////////////////////////////////////////////////////////////////// 2886// Color filters 2887/////////////////////////////////////////////////////////////////////////////// 2888 2889void OpenGLRenderer::resetColorFilter() { 2890 mColorFilter = NULL; 2891} 2892 2893void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2894 mColorFilter = filter; 2895} 2896 2897/////////////////////////////////////////////////////////////////////////////// 2898// Drop shadow 2899/////////////////////////////////////////////////////////////////////////////// 2900 2901void OpenGLRenderer::resetShadow() { 2902 mHasShadow = false; 2903} 2904 2905void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2906 mHasShadow = true; 2907 mShadowRadius = radius; 2908 mShadowDx = dx; 2909 mShadowDy = dy; 2910 mShadowColor = color; 2911} 2912 2913/////////////////////////////////////////////////////////////////////////////// 2914// Draw filters 2915/////////////////////////////////////////////////////////////////////////////// 2916 2917void OpenGLRenderer::resetPaintFilter() { 2918 mHasDrawFilter = false; 2919} 2920 2921void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2922 mHasDrawFilter = true; 2923 mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 2924 mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 2925} 2926 2927SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 2928 if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint; 2929 2930 uint32_t flags = paint->getFlags(); 2931 2932 mFilteredPaint = *paint; 2933 mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits); 2934 2935 return &mFilteredPaint; 2936} 2937 2938/////////////////////////////////////////////////////////////////////////////// 2939// Drawing implementation 2940/////////////////////////////////////////////////////////////////////////////// 2941 2942void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2943 float x, float y, SkPaint* paint) { 2944 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2945 return; 2946 } 2947 2948 int alpha; 2949 SkXfermode::Mode mode; 2950 getAlphaAndMode(paint, &alpha, &mode); 2951 2952 setupDraw(); 2953 setupDrawWithTexture(true); 2954 setupDrawAlpha8Color(paint->getColor(), alpha); 2955 setupDrawColorFilter(); 2956 setupDrawShader(); 2957 setupDrawBlending(true, mode); 2958 setupDrawProgram(); 2959 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2960 setupDrawTexture(texture->id); 2961 setupDrawPureColorUniforms(); 2962 setupDrawColorFilterUniforms(); 2963 setupDrawShaderUniforms(); 2964 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2965 2966 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2967 2968 finishDrawTexture(); 2969} 2970 2971// Same values used by Skia 2972#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2973#define kStdUnderline_Offset (1.0f / 9.0f) 2974#define kStdUnderline_Thickness (1.0f / 18.0f) 2975 2976void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2977 float x, float y, SkPaint* paint) { 2978 // Handle underline and strike-through 2979 uint32_t flags = paint->getFlags(); 2980 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2981 SkPaint paintCopy(*paint); 2982 float underlineWidth = length; 2983 // If length is > 0.0f, we already measured the text for the text alignment 2984 if (length <= 0.0f) { 2985 underlineWidth = paintCopy.measureText(text, bytesCount); 2986 } 2987 2988 if (CC_LIKELY(underlineWidth > 0.0f)) { 2989 const float textSize = paintCopy.getTextSize(); 2990 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2991 2992 const float left = x; 2993 float top = 0.0f; 2994 2995 int linesCount = 0; 2996 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2997 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2998 2999 const int pointsCount = 4 * linesCount; 3000 float points[pointsCount]; 3001 int currentPoint = 0; 3002 3003 if (flags & SkPaint::kUnderlineText_Flag) { 3004 top = y + textSize * kStdUnderline_Offset; 3005 points[currentPoint++] = left; 3006 points[currentPoint++] = top; 3007 points[currentPoint++] = left + underlineWidth; 3008 points[currentPoint++] = top; 3009 } 3010 3011 if (flags & SkPaint::kStrikeThruText_Flag) { 3012 top = y + textSize * kStdStrikeThru_Offset; 3013 points[currentPoint++] = left; 3014 points[currentPoint++] = top; 3015 points[currentPoint++] = left + underlineWidth; 3016 points[currentPoint++] = top; 3017 } 3018 3019 paintCopy.setStrokeWidth(strokeWidth); 3020 3021 drawLines(&points[0], pointsCount, &paintCopy); 3022 } 3023 } 3024} 3025 3026void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3027 int color, SkXfermode::Mode mode, bool ignoreTransform) { 3028 // If a shader is set, preserve only the alpha 3029 if (mShader) { 3030 color |= 0x00ffffff; 3031 } 3032 3033 setupDraw(); 3034 setupDrawNoTexture(); 3035 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3036 setupDrawShader(); 3037 setupDrawColorFilter(); 3038 setupDrawBlending(mode); 3039 setupDrawProgram(); 3040 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3041 setupDrawColorUniforms(); 3042 setupDrawShaderUniforms(ignoreTransform); 3043 setupDrawColorFilterUniforms(); 3044 setupDrawSimpleMesh(); 3045 3046 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3047} 3048 3049void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3050 Texture* texture, SkPaint* paint) { 3051 int alpha; 3052 SkXfermode::Mode mode; 3053 getAlphaAndMode(paint, &alpha, &mode); 3054 3055 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3056 3057 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 3058 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 3059 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 3060 3061 texture->setFilter(GL_NEAREST, true); 3062 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3063 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 3064 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 3065 } else { 3066 texture->setFilter(FILTER(paint), true); 3067 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 3068 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 3069 GL_TRIANGLE_STRIP, gMeshCount); 3070 } 3071} 3072 3073void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3074 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 3075 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 3076 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 3077} 3078 3079void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3080 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3081 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3082 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3083 3084 setupDraw(); 3085 setupDrawWithTexture(); 3086 setupDrawColor(alpha, alpha, alpha, alpha); 3087 setupDrawColorFilter(); 3088 setupDrawBlending(blend, mode, swapSrcDst); 3089 setupDrawProgram(); 3090 if (!dirty) { 3091 setupDrawDirtyRegionsDisabled(); 3092 } 3093 if (!ignoreScale) { 3094 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3095 } else { 3096 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3097 } 3098 setupDrawPureColorUniforms(); 3099 setupDrawColorFilterUniforms(); 3100 setupDrawTexture(texture); 3101 setupDrawMesh(vertices, texCoords, vbo); 3102 3103 glDrawArrays(drawMode, 0, elementsCount); 3104 3105 finishDrawTexture(); 3106} 3107 3108void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3109 ProgramDescription& description, bool swapSrcDst) { 3110 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3111 3112 if (blend) { 3113 // These blend modes are not supported by OpenGL directly and have 3114 // to be implemented using shaders. Since the shader will perform 3115 // the blending, turn blending off here 3116 // If the blend mode cannot be implemented using shaders, fall 3117 // back to the default SrcOver blend mode instead 3118 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3119 if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) { 3120 description.framebufferMode = mode; 3121 description.swapSrcDst = swapSrcDst; 3122 3123 if (mCaches.blend) { 3124 glDisable(GL_BLEND); 3125 mCaches.blend = false; 3126 } 3127 3128 return; 3129 } else { 3130 mode = SkXfermode::kSrcOver_Mode; 3131 } 3132 } 3133 3134 if (!mCaches.blend) { 3135 glEnable(GL_BLEND); 3136 } 3137 3138 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3139 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3140 3141 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3142 glBlendFunc(sourceMode, destMode); 3143 mCaches.lastSrcMode = sourceMode; 3144 mCaches.lastDstMode = destMode; 3145 } 3146 } else if (mCaches.blend) { 3147 glDisable(GL_BLEND); 3148 } 3149 mCaches.blend = blend; 3150} 3151 3152bool OpenGLRenderer::useProgram(Program* program) { 3153 if (!program->isInUse()) { 3154 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3155 program->use(); 3156 mCaches.currentProgram = program; 3157 return false; 3158 } 3159 return true; 3160} 3161 3162void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3163 TextureVertex* v = &mMeshVertices[0]; 3164 TextureVertex::setUV(v++, u1, v1); 3165 TextureVertex::setUV(v++, u2, v1); 3166 TextureVertex::setUV(v++, u1, v2); 3167 TextureVertex::setUV(v++, u2, v2); 3168} 3169 3170void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 3171 getAlphaAndModeDirect(paint, alpha, mode); 3172 *alpha *= mSnapshot->alpha; 3173} 3174 3175}; // namespace uirenderer 3176}; // namespace android 3177