OpenGLRenderer.cpp revision b7b93e00893f5c690a96bd3e0e10583bc5721f83
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <private/hwui/DrawGlInfo.h> 30 31#include <ui/Rect.h> 32 33#include "OpenGLRenderer.h" 34#include "DeferredDisplayList.h" 35#include "DisplayListRenderer.h" 36#include "Fence.h" 37#include "PathTessellator.h" 38#include "Properties.h" 39#include "Vector.h" 40 41namespace android { 42namespace uirenderer { 43 44/////////////////////////////////////////////////////////////////////////////// 45// Defines 46/////////////////////////////////////////////////////////////////////////////// 47 48#define RAD_TO_DEG (180.0f / 3.14159265f) 49#define MIN_ANGLE 0.001f 50 51#define ALPHA_THRESHOLD 0 52 53#define FILTER(paint) (!paint || paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 54 55/////////////////////////////////////////////////////////////////////////////// 56// Globals 57/////////////////////////////////////////////////////////////////////////////// 58 59/** 60 * Structure mapping Skia xfermodes to OpenGL blending factors. 61 */ 62struct Blender { 63 SkXfermode::Mode mode; 64 GLenum src; 65 GLenum dst; 66}; // struct Blender 67 68// In this array, the index of each Blender equals the value of the first 69// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 70static const Blender gBlends[] = { 71 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 72 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 73 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 74 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 75 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 76 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 77 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 78 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 79 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 81 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 82 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 83 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 84 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 85 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 86}; 87 88// This array contains the swapped version of each SkXfermode. For instance 89// this array's SrcOver blending mode is actually DstOver. You can refer to 90// createLayer() for more information on the purpose of this array. 91static const Blender gBlendsSwap[] = { 92 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 93 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 94 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 95 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 96 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 97 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 98 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 99 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 100 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 101 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 102 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 103 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 104 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 105 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 106 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 107}; 108 109/////////////////////////////////////////////////////////////////////////////// 110// Functions 111/////////////////////////////////////////////////////////////////////////////// 112 113template<typename T> 114static inline T min(T a, T b) { 115 return a < b ? a : b; 116} 117 118/////////////////////////////////////////////////////////////////////////////// 119// Constructors/destructor 120/////////////////////////////////////////////////////////////////////////////// 121 122OpenGLRenderer::OpenGLRenderer(): 123 mCaches(Caches::getInstance()), mExtensions(Extensions::getInstance()) { 124 // *set* draw modifiers to be 0 125 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 126 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 127 128 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 129 130 mFirstSnapshot = new Snapshot; 131 mFrameStarted = false; 132 mCountOverdraw = false; 133 134 mScissorOptimizationDisabled = false; 135} 136 137OpenGLRenderer::~OpenGLRenderer() { 138 // The context has already been destroyed at this point, do not call 139 // GL APIs. All GL state should be kept in Caches.h 140} 141 142void OpenGLRenderer::initProperties() { 143 char property[PROPERTY_VALUE_MAX]; 144 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 145 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 146 INIT_LOGD(" Scissor optimization %s", 147 mScissorOptimizationDisabled ? "disabled" : "enabled"); 148 } else { 149 INIT_LOGD(" Scissor optimization enabled"); 150 } 151} 152 153/////////////////////////////////////////////////////////////////////////////// 154// Setup 155/////////////////////////////////////////////////////////////////////////////// 156 157void OpenGLRenderer::setName(const char* name) { 158 if (name) { 159 mName.setTo(name); 160 } else { 161 mName.clear(); 162 } 163} 164 165const char* OpenGLRenderer::getName() const { 166 return mName.string(); 167} 168 169bool OpenGLRenderer::isDeferred() { 170 return false; 171} 172 173void OpenGLRenderer::setViewport(int width, int height) { 174 initViewport(width, height); 175 176 glDisable(GL_DITHER); 177 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 178 179 glEnableVertexAttribArray(Program::kBindingPosition); 180} 181 182void OpenGLRenderer::initViewport(int width, int height) { 183 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 184 185 mWidth = width; 186 mHeight = height; 187 188 mFirstSnapshot->height = height; 189 mFirstSnapshot->viewport.set(0, 0, width, height); 190} 191 192void OpenGLRenderer::setupFrameState(float left, float top, 193 float right, float bottom, bool opaque) { 194 mCaches.clearGarbage(); 195 196 mOpaque = opaque; 197 mSnapshot = new Snapshot(mFirstSnapshot, 198 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 199 mSnapshot->fbo = getTargetFbo(); 200 mSaveCount = 1; 201 202 mSnapshot->setClip(left, top, right, bottom); 203 mTilingClip.set(left, top, right, bottom); 204} 205 206status_t OpenGLRenderer::startFrame() { 207 if (mFrameStarted) return DrawGlInfo::kStatusDone; 208 mFrameStarted = true; 209 210 mDirtyClip = true; 211 212 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 213 214 glViewport(0, 0, mWidth, mHeight); 215 216 // Functors break the tiling extension in pretty spectacular ways 217 // This ensures we don't use tiling when a functor is going to be 218 // invoked during the frame 219 mSuppressTiling = mCaches.hasRegisteredFunctors(); 220 221 startTiling(mSnapshot, true); 222 223 debugOverdraw(true, true); 224 225 return clear(mTilingClip.left, mTilingClip.top, 226 mTilingClip.right, mTilingClip.bottom, mOpaque); 227} 228 229status_t OpenGLRenderer::prepare(bool opaque) { 230 return prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 231} 232 233status_t OpenGLRenderer::prepareDirty(float left, float top, 234 float right, float bottom, bool opaque) { 235 236 setupFrameState(left, top, right, bottom, opaque); 237 238 // Layer renderers will start the frame immediately 239 // The framebuffer renderer will first defer the display list 240 // for each layer and wait until the first drawing command 241 // to start the frame 242 if (mSnapshot->fbo == 0) { 243 syncState(); 244 updateLayers(); 245 } else { 246 return startFrame(); 247 } 248 249 return DrawGlInfo::kStatusDone; 250} 251 252void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 253 // If we know that we are going to redraw the entire framebuffer, 254 // perform a discard to let the driver know we don't need to preserve 255 // the back buffer for this frame. 256 if (mExtensions.hasDiscardFramebuffer() && 257 left <= 0.0f && top <= 0.0f && right >= mWidth && bottom >= mHeight) { 258 const bool isFbo = getTargetFbo() == 0; 259 const GLenum attachments[] = { 260 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 261 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 262 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 263 } 264} 265 266status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 267 if (!opaque || mCountOverdraw) { 268 mCaches.enableScissor(); 269 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 270 glClear(GL_COLOR_BUFFER_BIT); 271 return DrawGlInfo::kStatusDrew; 272 } 273 274 mCaches.resetScissor(); 275 return DrawGlInfo::kStatusDone; 276} 277 278void OpenGLRenderer::syncState() { 279 if (mCaches.blend) { 280 glEnable(GL_BLEND); 281 } else { 282 glDisable(GL_BLEND); 283 } 284} 285 286void OpenGLRenderer::startTiling(const sp<Snapshot>& s, bool opaque) { 287 if (!mSuppressTiling) { 288 Rect* clip = &mTilingClip; 289 if (s->flags & Snapshot::kFlagFboTarget) { 290 clip = &(s->layer->clipRect); 291 } 292 293 startTiling(*clip, s->height, opaque); 294 } 295} 296 297void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque) { 298 if (!mSuppressTiling) { 299 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 300 clip.right - clip.left, clip.bottom - clip.top, opaque); 301 } 302} 303 304void OpenGLRenderer::endTiling() { 305 if (!mSuppressTiling) mCaches.endTiling(); 306} 307 308void OpenGLRenderer::finish() { 309 renderOverdraw(); 310 endTiling(); 311 312 // When finish() is invoked on FBO 0 we've reached the end 313 // of the current frame 314 if (getTargetFbo() == 0) { 315 mCaches.pathCache.trim(); 316 } 317 318 if (!suppressErrorChecks()) { 319#if DEBUG_OPENGL 320 GLenum status = GL_NO_ERROR; 321 while ((status = glGetError()) != GL_NO_ERROR) { 322 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 323 switch (status) { 324 case GL_INVALID_ENUM: 325 ALOGE(" GL_INVALID_ENUM"); 326 break; 327 case GL_INVALID_VALUE: 328 ALOGE(" GL_INVALID_VALUE"); 329 break; 330 case GL_INVALID_OPERATION: 331 ALOGE(" GL_INVALID_OPERATION"); 332 break; 333 case GL_OUT_OF_MEMORY: 334 ALOGE(" Out of memory!"); 335 break; 336 } 337 } 338#endif 339 340#if DEBUG_MEMORY_USAGE 341 mCaches.dumpMemoryUsage(); 342#else 343 if (mCaches.getDebugLevel() & kDebugMemory) { 344 mCaches.dumpMemoryUsage(); 345 } 346#endif 347 } 348 349 if (mCountOverdraw) { 350 countOverdraw(); 351 } 352 353 mFrameStarted = false; 354} 355 356void OpenGLRenderer::interrupt() { 357 if (mCaches.currentProgram) { 358 if (mCaches.currentProgram->isInUse()) { 359 mCaches.currentProgram->remove(); 360 mCaches.currentProgram = NULL; 361 } 362 } 363 mCaches.resetActiveTexture(); 364 mCaches.unbindMeshBuffer(); 365 mCaches.unbindIndicesBuffer(); 366 mCaches.resetVertexPointers(); 367 mCaches.disableTexCoordsVertexArray(); 368 debugOverdraw(false, false); 369} 370 371void OpenGLRenderer::resume() { 372 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 373 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 374 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 375 debugOverdraw(true, false); 376 377 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 378 379 mCaches.scissorEnabled = glIsEnabled(GL_SCISSOR_TEST); 380 mCaches.enableScissor(); 381 mCaches.resetScissor(); 382 dirtyClip(); 383 384 mCaches.activeTexture(0); 385 mCaches.resetBoundTextures(); 386 387 mCaches.blend = true; 388 glEnable(GL_BLEND); 389 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 390 glBlendEquation(GL_FUNC_ADD); 391} 392 393void OpenGLRenderer::resumeAfterLayer() { 394 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 395 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 396 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 397 debugOverdraw(true, false); 398 399 mCaches.resetScissor(); 400 dirtyClip(); 401} 402 403void OpenGLRenderer::detachFunctor(Functor* functor) { 404 mFunctors.remove(functor); 405} 406 407void OpenGLRenderer::attachFunctor(Functor* functor) { 408 mFunctors.add(functor); 409} 410 411status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 412 status_t result = DrawGlInfo::kStatusDone; 413 size_t count = mFunctors.size(); 414 415 if (count > 0) { 416 interrupt(); 417 SortedVector<Functor*> functors(mFunctors); 418 mFunctors.clear(); 419 420 DrawGlInfo info; 421 info.clipLeft = 0; 422 info.clipTop = 0; 423 info.clipRight = 0; 424 info.clipBottom = 0; 425 info.isLayer = false; 426 info.width = 0; 427 info.height = 0; 428 memset(info.transform, 0, sizeof(float) * 16); 429 430 for (size_t i = 0; i < count; i++) { 431 Functor* f = functors.itemAt(i); 432 result |= (*f)(DrawGlInfo::kModeProcess, &info); 433 434 if (result & DrawGlInfo::kStatusDraw) { 435 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 436 dirty.unionWith(localDirty); 437 } 438 439 if (result & DrawGlInfo::kStatusInvoke) { 440 mFunctors.add(f); 441 } 442 } 443 resume(); 444 } 445 446 return result; 447} 448 449status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 450 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 451 452 interrupt(); 453 detachFunctor(functor); 454 455 mCaches.enableScissor(); 456 if (mDirtyClip) { 457 setScissorFromClip(); 458 setStencilFromClip(); 459 } 460 461 Rect clip(*mSnapshot->clipRect); 462 clip.snapToPixelBoundaries(); 463 464 // Since we don't know what the functor will draw, let's dirty 465 // tne entire clip region 466 if (hasLayer()) { 467 dirtyLayerUnchecked(clip, getRegion()); 468 } 469 470 DrawGlInfo info; 471 info.clipLeft = clip.left; 472 info.clipTop = clip.top; 473 info.clipRight = clip.right; 474 info.clipBottom = clip.bottom; 475 info.isLayer = hasLayer(); 476 info.width = getSnapshot()->viewport.getWidth(); 477 info.height = getSnapshot()->height; 478 getSnapshot()->transform->copyTo(&info.transform[0]); 479 480 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info); 481 482 if (result != DrawGlInfo::kStatusDone) { 483 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 484 dirty.unionWith(localDirty); 485 486 if (result & DrawGlInfo::kStatusInvoke) { 487 mFunctors.add(functor); 488 } 489 } 490 491 resume(); 492 return result | DrawGlInfo::kStatusDrew; 493} 494 495/////////////////////////////////////////////////////////////////////////////// 496// Debug 497/////////////////////////////////////////////////////////////////////////////// 498 499void OpenGLRenderer::eventMark(const char* name) const { 500 mCaches.eventMark(0, name); 501} 502 503void OpenGLRenderer::startMark(const char* name) const { 504 mCaches.startMark(0, name); 505} 506 507void OpenGLRenderer::endMark() const { 508 mCaches.endMark(); 509} 510 511void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 512 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 513 if (clear) { 514 mCaches.disableScissor(); 515 mCaches.stencil.clear(); 516 } 517 if (enable) { 518 mCaches.stencil.enableDebugWrite(); 519 } else { 520 mCaches.stencil.disable(); 521 } 522 } 523} 524 525void OpenGLRenderer::renderOverdraw() { 526 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 527 const Rect* clip = &mTilingClip; 528 529 mCaches.enableScissor(); 530 mCaches.setScissor(clip->left, mFirstSnapshot->height - clip->bottom, 531 clip->right - clip->left, clip->bottom - clip->top); 532 533 mCaches.stencil.enableDebugTest(2); 534 drawColor(0x2f0000ff, SkXfermode::kSrcOver_Mode); 535 mCaches.stencil.enableDebugTest(3); 536 drawColor(0x2f00ff00, SkXfermode::kSrcOver_Mode); 537 mCaches.stencil.enableDebugTest(4); 538 drawColor(0x3fff0000, SkXfermode::kSrcOver_Mode); 539 mCaches.stencil.enableDebugTest(4, true); 540 drawColor(0x7fff0000, SkXfermode::kSrcOver_Mode); 541 mCaches.stencil.disable(); 542 } 543} 544 545void OpenGLRenderer::countOverdraw() { 546 size_t count = mWidth * mHeight; 547 uint32_t* buffer = new uint32_t[count]; 548 glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]); 549 550 size_t total = 0; 551 for (size_t i = 0; i < count; i++) { 552 total += buffer[i] & 0xff; 553 } 554 555 mOverdraw = total / float(count); 556 557 delete[] buffer; 558} 559 560/////////////////////////////////////////////////////////////////////////////// 561// Layers 562/////////////////////////////////////////////////////////////////////////////// 563 564bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 565 if (layer->deferredUpdateScheduled && layer->renderer && 566 layer->displayList && layer->displayList->isRenderable()) { 567 ATRACE_CALL(); 568 569 Rect& dirty = layer->dirtyRect; 570 571 if (inFrame) { 572 endTiling(); 573 debugOverdraw(false, false); 574 } 575 576 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 577 layer->render(); 578 } else { 579 layer->defer(); 580 } 581 582 if (inFrame) { 583 resumeAfterLayer(); 584 startTiling(mSnapshot); 585 } 586 587 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 588 layer->hasDrawnSinceUpdate = false; 589 590 return true; 591 } 592 593 return false; 594} 595 596void OpenGLRenderer::updateLayers() { 597 // If draw deferring is enabled this method will simply defer 598 // the display list of each individual layer. The layers remain 599 // in the layer updates list which will be cleared by flushLayers(). 600 int count = mLayerUpdates.size(); 601 if (count > 0) { 602 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 603 startMark("Layer Updates"); 604 } else { 605 startMark("Defer Layer Updates"); 606 } 607 608 // Note: it is very important to update the layers in order 609 for (int i = 0; i < count; i++) { 610 Layer* layer = mLayerUpdates.itemAt(i); 611 updateLayer(layer, false); 612 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 613 mCaches.resourceCache.decrementRefcount(layer); 614 } 615 } 616 617 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 618 mLayerUpdates.clear(); 619 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 620 } 621 endMark(); 622 } 623} 624 625void OpenGLRenderer::flushLayers() { 626 int count = mLayerUpdates.size(); 627 if (count > 0) { 628 startMark("Apply Layer Updates"); 629 char layerName[12]; 630 631 // Note: it is very important to update the layers in order 632 for (int i = 0; i < count; i++) { 633 sprintf(layerName, "Layer #%d", i); 634 startMark(layerName); 635 636 ATRACE_BEGIN("flushLayer"); 637 Layer* layer = mLayerUpdates.itemAt(i); 638 layer->flush(); 639 ATRACE_END(); 640 641 mCaches.resourceCache.decrementRefcount(layer); 642 643 endMark(); 644 } 645 646 mLayerUpdates.clear(); 647 glBindFramebuffer(GL_FRAMEBUFFER, getTargetFbo()); 648 649 endMark(); 650 } 651} 652 653void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 654 if (layer) { 655 // Make sure we don't introduce duplicates. 656 // SortedVector would do this automatically but we need to respect 657 // the insertion order. The linear search is not an issue since 658 // this list is usually very short (typically one item, at most a few) 659 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 660 if (mLayerUpdates.itemAt(i) == layer) { 661 return; 662 } 663 } 664 mLayerUpdates.push_back(layer); 665 mCaches.resourceCache.incrementRefcount(layer); 666 } 667} 668 669void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 670 if (layer) { 671 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 672 if (mLayerUpdates.itemAt(i) == layer) { 673 mLayerUpdates.removeAt(i); 674 mCaches.resourceCache.decrementRefcount(layer); 675 break; 676 } 677 } 678 } 679} 680 681void OpenGLRenderer::clearLayerUpdates() { 682 size_t count = mLayerUpdates.size(); 683 if (count > 0) { 684 mCaches.resourceCache.lock(); 685 for (size_t i = 0; i < count; i++) { 686 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 687 } 688 mCaches.resourceCache.unlock(); 689 mLayerUpdates.clear(); 690 } 691} 692 693void OpenGLRenderer::flushLayerUpdates() { 694 syncState(); 695 updateLayers(); 696 flushLayers(); 697 // Wait for all the layer updates to be executed 698 AutoFence fence; 699} 700 701/////////////////////////////////////////////////////////////////////////////// 702// State management 703/////////////////////////////////////////////////////////////////////////////// 704 705int OpenGLRenderer::getSaveCount() const { 706 return mSaveCount; 707} 708 709int OpenGLRenderer::save(int flags) { 710 return saveSnapshot(flags); 711} 712 713void OpenGLRenderer::restore() { 714 if (mSaveCount > 1) { 715 restoreSnapshot(); 716 } 717} 718 719void OpenGLRenderer::restoreToCount(int saveCount) { 720 if (saveCount < 1) saveCount = 1; 721 722 while (mSaveCount > saveCount) { 723 restoreSnapshot(); 724 } 725} 726 727int OpenGLRenderer::saveSnapshot(int flags) { 728 mSnapshot = new Snapshot(mSnapshot, flags); 729 return mSaveCount++; 730} 731 732bool OpenGLRenderer::restoreSnapshot() { 733 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 734 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 735 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 736 737 sp<Snapshot> current = mSnapshot; 738 sp<Snapshot> previous = mSnapshot->previous; 739 740 if (restoreOrtho) { 741 Rect& r = previous->viewport; 742 glViewport(r.left, r.top, r.right, r.bottom); 743 mOrthoMatrix.load(current->orthoMatrix); 744 } 745 746 mSaveCount--; 747 mSnapshot = previous; 748 749 if (restoreClip) { 750 dirtyClip(); 751 } 752 753 if (restoreLayer) { 754 endMark(); // Savelayer 755 startMark("ComposeLayer"); 756 composeLayer(current, previous); 757 endMark(); 758 } 759 760 return restoreClip; 761} 762 763/////////////////////////////////////////////////////////////////////////////// 764// Layers 765/////////////////////////////////////////////////////////////////////////////// 766 767int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 768 int alpha, SkXfermode::Mode mode, int flags) { 769 const GLuint previousFbo = mSnapshot->fbo; 770 const int count = saveSnapshot(flags); 771 772 if (!mSnapshot->isIgnored()) { 773 createLayer(left, top, right, bottom, alpha, mode, flags, previousFbo); 774 } 775 776 return count; 777} 778 779void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 780 const Rect untransformedBounds(bounds); 781 782 currentTransform().mapRect(bounds); 783 784 // Layers only make sense if they are in the framebuffer's bounds 785 if (bounds.intersect(*mSnapshot->clipRect)) { 786 // We cannot work with sub-pixels in this case 787 bounds.snapToPixelBoundaries(); 788 789 // When the layer is not an FBO, we may use glCopyTexImage so we 790 // need to make sure the layer does not extend outside the bounds 791 // of the framebuffer 792 if (!bounds.intersect(mSnapshot->previous->viewport)) { 793 bounds.setEmpty(); 794 } else if (fboLayer) { 795 clip.set(bounds); 796 mat4 inverse; 797 inverse.loadInverse(currentTransform()); 798 inverse.mapRect(clip); 799 clip.snapToPixelBoundaries(); 800 if (clip.intersect(untransformedBounds)) { 801 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 802 bounds.set(untransformedBounds); 803 } else { 804 clip.setEmpty(); 805 } 806 } 807 } else { 808 bounds.setEmpty(); 809 } 810} 811 812void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 813 bool fboLayer, int alpha) { 814 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 815 bounds.getHeight() > mCaches.maxTextureSize || 816 (fboLayer && clip.isEmpty())) { 817 mSnapshot->empty = fboLayer; 818 } else { 819 mSnapshot->invisible = mSnapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 820 } 821} 822 823int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 824 int alpha, SkXfermode::Mode mode, int flags) { 825 const GLuint previousFbo = mSnapshot->fbo; 826 const int count = saveSnapshot(flags); 827 828 if (!mSnapshot->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 829 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 830 // operations will be able to store and restore the current clip and transform info, and 831 // quick rejection will be correct (for display lists) 832 833 Rect bounds(left, top, right, bottom); 834 Rect clip; 835 calculateLayerBoundsAndClip(bounds, clip, true); 836 updateSnapshotIgnoreForLayer(bounds, clip, true, alpha); 837 838 if (!mSnapshot->isIgnored()) { 839 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 840 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 841 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 842 } 843 } 844 845 return count; 846} 847 848 849/** 850 * Layers are viewed by Skia are slightly different than layers in image editing 851 * programs (for instance.) When a layer is created, previously created layers 852 * and the frame buffer still receive every drawing command. For instance, if a 853 * layer is created and a shape intersecting the bounds of the layers and the 854 * framebuffer is draw, the shape will be drawn on both (unless the layer was 855 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 856 * 857 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 858 * texture. Unfortunately, this is inefficient as it requires every primitive to 859 * be drawn n + 1 times, where n is the number of active layers. In practice this 860 * means, for every primitive: 861 * - Switch active frame buffer 862 * - Change viewport, clip and projection matrix 863 * - Issue the drawing 864 * 865 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 866 * To avoid this, layers are implemented in a different way here, at least in the 867 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 868 * is set. When this flag is set we can redirect all drawing operations into a 869 * single FBO. 870 * 871 * This implementation relies on the frame buffer being at least RGBA 8888. When 872 * a layer is created, only a texture is created, not an FBO. The content of the 873 * frame buffer contained within the layer's bounds is copied into this texture 874 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 875 * buffer and drawing continues as normal. This technique therefore treats the 876 * frame buffer as a scratch buffer for the layers. 877 * 878 * To compose the layers back onto the frame buffer, each layer texture 879 * (containing the original frame buffer data) is drawn as a simple quad over 880 * the frame buffer. The trick is that the quad is set as the composition 881 * destination in the blending equation, and the frame buffer becomes the source 882 * of the composition. 883 * 884 * Drawing layers with an alpha value requires an extra step before composition. 885 * An empty quad is drawn over the layer's region in the frame buffer. This quad 886 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 887 * quad is used to multiply the colors in the frame buffer. This is achieved by 888 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 889 * GL_ZERO, GL_SRC_ALPHA. 890 * 891 * Because glCopyTexImage2D() can be slow, an alternative implementation might 892 * be use to draw a single clipped layer. The implementation described above 893 * is correct in every case. 894 * 895 * (1) The frame buffer is actually not cleared right away. To allow the GPU 896 * to potentially optimize series of calls to glCopyTexImage2D, the frame 897 * buffer is left untouched until the first drawing operation. Only when 898 * something actually gets drawn are the layers regions cleared. 899 */ 900bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 901 int alpha, SkXfermode::Mode mode, int flags, GLuint previousFbo) { 902 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 903 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 904 905 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 906 907 // Window coordinates of the layer 908 Rect clip; 909 Rect bounds(left, top, right, bottom); 910 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 911 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, alpha); 912 913 // Bail out if we won't draw in this snapshot 914 if (mSnapshot->isIgnored()) { 915 return false; 916 } 917 918 mCaches.activeTexture(0); 919 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 920 if (!layer) { 921 return false; 922 } 923 924 layer->setAlpha(alpha, mode); 925 layer->layer.set(bounds); 926 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 927 bounds.getWidth() / float(layer->getWidth()), 0.0f); 928 layer->setColorFilter(mDrawModifiers.mColorFilter); 929 layer->setBlend(true); 930 layer->setDirty(false); 931 932 // Save the layer in the snapshot 933 mSnapshot->flags |= Snapshot::kFlagIsLayer; 934 mSnapshot->layer = layer; 935 936 startMark("SaveLayer"); 937 if (fboLayer) { 938 return createFboLayer(layer, bounds, clip, previousFbo); 939 } else { 940 // Copy the framebuffer into the layer 941 layer->bindTexture(); 942 if (!bounds.isEmpty()) { 943 if (layer->isEmpty()) { 944 // Workaround for some GL drivers. When reading pixels lying outside 945 // of the window we should get undefined values for those pixels. 946 // Unfortunately some drivers will turn the entire target texture black 947 // when reading outside of the window. 948 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 949 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); 950 layer->setEmpty(false); 951 } 952 953 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 954 mSnapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 955 956 // Enqueue the buffer coordinates to clear the corresponding region later 957 mLayers.push(new Rect(bounds)); 958 } 959 } 960 961 return true; 962} 963 964bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip, GLuint previousFbo) { 965 layer->clipRect.set(clip); 966 layer->setFbo(mCaches.fboCache.get()); 967 968 mSnapshot->region = &mSnapshot->layer->region; 969 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer | 970 Snapshot::kFlagDirtyOrtho; 971 mSnapshot->fbo = layer->getFbo(); 972 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 973 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 974 mSnapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 975 mSnapshot->height = bounds.getHeight(); 976 mSnapshot->orthoMatrix.load(mOrthoMatrix); 977 978 endTiling(); 979 debugOverdraw(false, false); 980 // Bind texture to FBO 981 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 982 layer->bindTexture(); 983 984 // Initialize the texture if needed 985 if (layer->isEmpty()) { 986 layer->allocateTexture(); 987 layer->setEmpty(false); 988 } 989 990 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 991 layer->getTexture(), 0); 992 993 startTiling(mSnapshot, true); 994 995 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 996 mCaches.enableScissor(); 997 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 998 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 999 glClear(GL_COLOR_BUFFER_BIT); 1000 1001 dirtyClip(); 1002 1003 // Change the ortho projection 1004 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 1005 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 1006 1007 return true; 1008} 1009 1010/** 1011 * Read the documentation of createLayer() before doing anything in this method. 1012 */ 1013void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 1014 if (!current->layer) { 1015 ALOGE("Attempting to compose a layer that does not exist"); 1016 return; 1017 } 1018 1019 Layer* layer = current->layer; 1020 const Rect& rect = layer->layer; 1021 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 1022 1023 bool clipRequired = false; 1024 quickRejectNoScissor(rect, &clipRequired); // safely ignore return, should never be rejected 1025 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1026 1027 if (fboLayer) { 1028 endTiling(); 1029 1030 // Detach the texture from the FBO 1031 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 1032 1033 layer->removeFbo(false); 1034 1035 // Unbind current FBO and restore previous one 1036 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 1037 debugOverdraw(true, false); 1038 1039 startTiling(previous); 1040 } 1041 1042 if (!fboLayer && layer->getAlpha() < 255) { 1043 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 1044 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 1045 // Required below, composeLayerRect() will divide by 255 1046 layer->setAlpha(255); 1047 } 1048 1049 mCaches.unbindMeshBuffer(); 1050 1051 mCaches.activeTexture(0); 1052 1053 // When the layer is stored in an FBO, we can save a bit of fillrate by 1054 // drawing only the dirty region 1055 if (fboLayer) { 1056 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 1057 if (layer->getColorFilter()) { 1058 setupColorFilter(layer->getColorFilter()); 1059 } 1060 composeLayerRegion(layer, rect); 1061 if (layer->getColorFilter()) { 1062 resetColorFilter(); 1063 } 1064 } else if (!rect.isEmpty()) { 1065 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 1066 composeLayerRect(layer, rect, true); 1067 } 1068 1069 dirtyClip(); 1070 1071 // Failing to add the layer to the cache should happen only if the layer is too large 1072 if (!mCaches.layerCache.put(layer)) { 1073 LAYER_LOGD("Deleting layer"); 1074 Caches::getInstance().resourceCache.decrementRefcount(layer); 1075 } 1076} 1077 1078void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 1079 float alpha = getLayerAlpha(layer); 1080 1081 setupDraw(); 1082 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1083 setupDrawWithTexture(); 1084 } else { 1085 setupDrawWithExternalTexture(); 1086 } 1087 setupDrawTextureTransform(); 1088 setupDrawColor(alpha, alpha, alpha, alpha); 1089 setupDrawColorFilter(); 1090 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 1091 setupDrawProgram(); 1092 setupDrawPureColorUniforms(); 1093 setupDrawColorFilterUniforms(); 1094 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 1095 setupDrawTexture(layer->getTexture()); 1096 } else { 1097 setupDrawExternalTexture(layer->getTexture()); 1098 } 1099 if (currentTransform().isPureTranslate() && 1100 layer->getWidth() == (uint32_t) rect.getWidth() && 1101 layer->getHeight() == (uint32_t) rect.getHeight()) { 1102 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1103 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1104 1105 layer->setFilter(GL_NEAREST); 1106 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1107 } else { 1108 layer->setFilter(GL_LINEAR); 1109 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 1110 } 1111 setupDrawTextureTransformUniforms(layer->getTexTransform()); 1112 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 1113 1114 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1115 1116 finishDrawTexture(); 1117} 1118 1119void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 1120 if (!layer->isTextureLayer()) { 1121 const Rect& texCoords = layer->texCoords; 1122 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 1123 texCoords.right, texCoords.bottom); 1124 1125 float x = rect.left; 1126 float y = rect.top; 1127 bool simpleTransform = currentTransform().isPureTranslate() && 1128 layer->getWidth() == (uint32_t) rect.getWidth() && 1129 layer->getHeight() == (uint32_t) rect.getHeight(); 1130 1131 if (simpleTransform) { 1132 // When we're swapping, the layer is already in screen coordinates 1133 if (!swap) { 1134 x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1135 y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1136 } 1137 1138 layer->setFilter(GL_NEAREST, true); 1139 } else { 1140 layer->setFilter(GL_LINEAR, true); 1141 } 1142 1143 float alpha = getLayerAlpha(layer); 1144 bool blend = layer->isBlend() || alpha < 1.0f; 1145 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1146 layer->getTexture(), alpha, layer->getMode(), blend, 1147 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1148 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1149 1150 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1151 } else { 1152 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1153 drawTextureLayer(layer, rect); 1154 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1155 } 1156} 1157 1158/** 1159 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1160 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1161 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1162 * by saveLayer's restore 1163 */ 1164#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1165 DRAW_COMMAND; \ 1166 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1167 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1168 DRAW_COMMAND; \ 1169 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1170 } \ 1171 } 1172 1173#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1174 1175void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1176 if (layer->region.isRect()) { 1177 layer->setRegionAsRect(); 1178 1179 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1180 1181 layer->region.clear(); 1182 return; 1183 } 1184 1185 if (CC_LIKELY(!layer->region.isEmpty())) { 1186 size_t count; 1187 const android::Rect* rects; 1188 Region safeRegion; 1189 if (CC_LIKELY(hasRectToRectTransform())) { 1190 rects = layer->region.getArray(&count); 1191 } else { 1192 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1193 rects = safeRegion.getArray(&count); 1194 } 1195 1196 const float alpha = getLayerAlpha(layer); 1197 const float texX = 1.0f / float(layer->getWidth()); 1198 const float texY = 1.0f / float(layer->getHeight()); 1199 const float height = rect.getHeight(); 1200 1201 setupDraw(); 1202 1203 // We must get (and therefore bind) the region mesh buffer 1204 // after we setup drawing in case we need to mess with the 1205 // stencil buffer in setupDraw() 1206 TextureVertex* mesh = mCaches.getRegionMesh(); 1207 uint32_t numQuads = 0; 1208 1209 setupDrawWithTexture(); 1210 setupDrawColor(alpha, alpha, alpha, alpha); 1211 setupDrawColorFilter(); 1212 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 1213 setupDrawProgram(); 1214 setupDrawDirtyRegionsDisabled(); 1215 setupDrawPureColorUniforms(); 1216 setupDrawColorFilterUniforms(); 1217 setupDrawTexture(layer->getTexture()); 1218 if (currentTransform().isPureTranslate()) { 1219 const float x = (int) floorf(rect.left + currentTransform().getTranslateX() + 0.5f); 1220 const float y = (int) floorf(rect.top + currentTransform().getTranslateY() + 0.5f); 1221 1222 layer->setFilter(GL_NEAREST); 1223 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1224 } else { 1225 layer->setFilter(GL_LINEAR); 1226 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 1227 } 1228 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 1229 1230 for (size_t i = 0; i < count; i++) { 1231 const android::Rect* r = &rects[i]; 1232 1233 const float u1 = r->left * texX; 1234 const float v1 = (height - r->top) * texY; 1235 const float u2 = r->right * texX; 1236 const float v2 = (height - r->bottom) * texY; 1237 1238 // TODO: Reject quads outside of the clip 1239 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1240 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1241 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1242 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1243 1244 numQuads++; 1245 1246 if (numQuads >= gMaxNumberOfQuads) { 1247 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1248 GL_UNSIGNED_SHORT, NULL)); 1249 numQuads = 0; 1250 mesh = mCaches.getRegionMesh(); 1251 } 1252 } 1253 1254 if (numQuads > 0) { 1255 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1256 GL_UNSIGNED_SHORT, NULL)); 1257 } 1258 1259 finishDrawTexture(); 1260 1261#if DEBUG_LAYERS_AS_REGIONS 1262 drawRegionRects(layer->region); 1263#endif 1264 1265 layer->region.clear(); 1266 } 1267} 1268 1269void OpenGLRenderer::drawRegionRects(const Region& region) { 1270#if DEBUG_LAYERS_AS_REGIONS 1271 size_t count; 1272 const android::Rect* rects = region.getArray(&count); 1273 1274 uint32_t colors[] = { 1275 0x7fff0000, 0x7f00ff00, 1276 0x7f0000ff, 0x7fff00ff, 1277 }; 1278 1279 int offset = 0; 1280 int32_t top = rects[0].top; 1281 1282 for (size_t i = 0; i < count; i++) { 1283 if (top != rects[i].top) { 1284 offset ^= 0x2; 1285 top = rects[i].top; 1286 } 1287 1288 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1289 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 1290 SkXfermode::kSrcOver_Mode); 1291 } 1292#endif 1293} 1294 1295void OpenGLRenderer::drawRegionRects(const SkRegion& region, int color, 1296 SkXfermode::Mode mode, bool dirty) { 1297 Vector<float> rects; 1298 1299 SkRegion::Iterator it(region); 1300 while (!it.done()) { 1301 const SkIRect& r = it.rect(); 1302 rects.push(r.fLeft); 1303 rects.push(r.fTop); 1304 rects.push(r.fRight); 1305 rects.push(r.fBottom); 1306 it.next(); 1307 } 1308 1309 drawColorRects(rects.array(), rects.size(), color, mode, true, dirty, false); 1310} 1311 1312void OpenGLRenderer::dirtyLayer(const float left, const float top, 1313 const float right, const float bottom, const mat4 transform) { 1314 if (hasLayer()) { 1315 Rect bounds(left, top, right, bottom); 1316 transform.mapRect(bounds); 1317 dirtyLayerUnchecked(bounds, getRegion()); 1318 } 1319} 1320 1321void OpenGLRenderer::dirtyLayer(const float left, const float top, 1322 const float right, const float bottom) { 1323 if (hasLayer()) { 1324 Rect bounds(left, top, right, bottom); 1325 dirtyLayerUnchecked(bounds, getRegion()); 1326 } 1327} 1328 1329void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1330 if (bounds.intersect(*mSnapshot->clipRect)) { 1331 bounds.snapToPixelBoundaries(); 1332 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1333 if (!dirty.isEmpty()) { 1334 region->orSelf(dirty); 1335 } 1336 } 1337} 1338 1339void OpenGLRenderer::drawIndexedQuads(Vertex* mesh, GLsizei quadsCount) { 1340 GLsizei elementsCount = quadsCount * 6; 1341 while (elementsCount > 0) { 1342 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 1343 1344 setupDrawIndexedVertices(&mesh[0].position[0]); 1345 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL); 1346 1347 elementsCount -= drawCount; 1348 // Though there are 4 vertices in a quad, we use 6 indices per 1349 // quad to draw with GL_TRIANGLES 1350 mesh += (drawCount / 6) * 4; 1351 } 1352} 1353 1354void OpenGLRenderer::clearLayerRegions() { 1355 const size_t count = mLayers.size(); 1356 if (count == 0) return; 1357 1358 if (!mSnapshot->isIgnored()) { 1359 // Doing several glScissor/glClear here can negatively impact 1360 // GPUs with a tiler architecture, instead we draw quads with 1361 // the Clear blending mode 1362 1363 // The list contains bounds that have already been clipped 1364 // against their initial clip rect, and the current clip 1365 // is likely different so we need to disable clipping here 1366 bool scissorChanged = mCaches.disableScissor(); 1367 1368 Vertex mesh[count * 4]; 1369 Vertex* vertex = mesh; 1370 1371 for (uint32_t i = 0; i < count; i++) { 1372 Rect* bounds = mLayers.itemAt(i); 1373 1374 Vertex::set(vertex++, bounds->left, bounds->top); 1375 Vertex::set(vertex++, bounds->right, bounds->top); 1376 Vertex::set(vertex++, bounds->left, bounds->bottom); 1377 Vertex::set(vertex++, bounds->right, bounds->bottom); 1378 1379 delete bounds; 1380 } 1381 // We must clear the list of dirty rects before we 1382 // call setupDraw() to prevent stencil setup to do 1383 // the same thing again 1384 mLayers.clear(); 1385 1386 setupDraw(false); 1387 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1388 setupDrawBlending(true, SkXfermode::kClear_Mode); 1389 setupDrawProgram(); 1390 setupDrawPureColorUniforms(); 1391 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 1392 1393 drawIndexedQuads(&mesh[0], count); 1394 1395 if (scissorChanged) mCaches.enableScissor(); 1396 } else { 1397 for (uint32_t i = 0; i < count; i++) { 1398 delete mLayers.itemAt(i); 1399 } 1400 mLayers.clear(); 1401 } 1402} 1403 1404/////////////////////////////////////////////////////////////////////////////// 1405// State Deferral 1406/////////////////////////////////////////////////////////////////////////////// 1407 1408bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1409 const Rect& currentClip = *(mSnapshot->clipRect); 1410 const mat4& currentMatrix = *(mSnapshot->transform); 1411 1412 if (stateDeferFlags & kStateDeferFlag_Draw) { 1413 // state has bounds initialized in local coordinates 1414 if (!state.mBounds.isEmpty()) { 1415 currentMatrix.mapRect(state.mBounds); 1416 Rect clippedBounds(state.mBounds); 1417 if(!clippedBounds.intersect(currentClip)) { 1418 // quick rejected 1419 return true; 1420 } 1421 1422 state.mClipSideFlags = kClipSide_None; 1423 if (!currentClip.contains(state.mBounds)) { 1424 int& flags = state.mClipSideFlags; 1425 // op partially clipped, so record which sides are clipped for clip-aware merging 1426 if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left; 1427 if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top; 1428 if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right; 1429 if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1430 } 1431 state.mBounds.set(clippedBounds); 1432 } else { 1433 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1434 // overdraw avoidance (since we don't know what it overlaps) 1435 state.mClipSideFlags = kClipSide_ConservativeFull; 1436 state.mBounds.set(currentClip); 1437 } 1438 } 1439 1440 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1441 if (state.mClipValid) { 1442 state.mClip.set(currentClip); 1443 } 1444 1445 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1446 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1447 state.mMatrix.load(currentMatrix); 1448 state.mDrawModifiers = mDrawModifiers; 1449 state.mAlpha = mSnapshot->alpha; 1450 return false; 1451} 1452 1453void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1454 currentTransform().load(state.mMatrix); 1455 mDrawModifiers = state.mDrawModifiers; 1456 mSnapshot->alpha = state.mAlpha; 1457 1458 if (state.mClipValid && !skipClipRestore) { 1459 mSnapshot->setClip(state.mClip.left, state.mClip.top, 1460 state.mClip.right, state.mClip.bottom); 1461 dirtyClip(); 1462 } 1463} 1464 1465/** 1466 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1467 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1468 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1469 * 1470 * This method should be called when restoreDisplayState() won't be restoring the clip 1471 */ 1472void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1473 if (clipRect != NULL) { 1474 mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1475 } else { 1476 mSnapshot->setClip(0, 0, mWidth, mHeight); 1477 } 1478 dirtyClip(); 1479 mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled); 1480} 1481 1482/////////////////////////////////////////////////////////////////////////////// 1483// Transforms 1484/////////////////////////////////////////////////////////////////////////////// 1485 1486void OpenGLRenderer::translate(float dx, float dy) { 1487 currentTransform().translate(dx, dy); 1488} 1489 1490void OpenGLRenderer::rotate(float degrees) { 1491 currentTransform().rotate(degrees, 0.0f, 0.0f, 1.0f); 1492} 1493 1494void OpenGLRenderer::scale(float sx, float sy) { 1495 currentTransform().scale(sx, sy, 1.0f); 1496} 1497 1498void OpenGLRenderer::skew(float sx, float sy) { 1499 currentTransform().skew(sx, sy); 1500} 1501 1502void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1503 if (matrix) { 1504 currentTransform().load(*matrix); 1505 } else { 1506 currentTransform().loadIdentity(); 1507 } 1508} 1509 1510bool OpenGLRenderer::hasRectToRectTransform() { 1511 return CC_LIKELY(currentTransform().rectToRect()); 1512} 1513 1514void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1515 currentTransform().copyTo(*matrix); 1516} 1517 1518void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1519 SkMatrix transform; 1520 currentTransform().copyTo(transform); 1521 transform.preConcat(*matrix); 1522 currentTransform().load(transform); 1523} 1524 1525/////////////////////////////////////////////////////////////////////////////// 1526// Clipping 1527/////////////////////////////////////////////////////////////////////////////// 1528 1529void OpenGLRenderer::setScissorFromClip() { 1530 Rect clip(*mSnapshot->clipRect); 1531 clip.snapToPixelBoundaries(); 1532 1533 if (mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1534 clip.getWidth(), clip.getHeight())) { 1535 mDirtyClip = false; 1536 } 1537} 1538 1539void OpenGLRenderer::ensureStencilBuffer() { 1540 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1541 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1542 // just hope we have one when hasLayer() returns false. 1543 if (hasLayer()) { 1544 attachStencilBufferToLayer(mSnapshot->layer); 1545 } 1546} 1547 1548void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1549 // The layer's FBO is already bound when we reach this stage 1550 if (!layer->getStencilRenderBuffer()) { 1551 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1552 // is attached after we initiated tiling. We must turn it off, 1553 // attach the new render buffer then turn tiling back on 1554 endTiling(); 1555 1556 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1557 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1558 layer->setStencilRenderBuffer(buffer); 1559 1560 startTiling(layer->clipRect, layer->layer.getHeight()); 1561 } 1562} 1563 1564void OpenGLRenderer::setStencilFromClip() { 1565 if (!mCaches.debugOverdraw) { 1566 if (!mSnapshot->clipRegion->isEmpty()) { 1567 // NOTE: The order here is important, we must set dirtyClip to false 1568 // before any draw call to avoid calling back into this method 1569 mDirtyClip = false; 1570 1571 ensureStencilBuffer(); 1572 1573 mCaches.stencil.enableWrite(); 1574 1575 // Clear the stencil but first make sure we restrict drawing 1576 // to the region's bounds 1577 bool resetScissor = mCaches.enableScissor(); 1578 if (resetScissor) { 1579 // The scissor was not set so we now need to update it 1580 setScissorFromClip(); 1581 } 1582 mCaches.stencil.clear(); 1583 if (resetScissor) mCaches.disableScissor(); 1584 1585 // NOTE: We could use the region contour path to generate a smaller mesh 1586 // Since we are using the stencil we could use the red book path 1587 // drawing technique. It might increase bandwidth usage though. 1588 1589 // The last parameter is important: we are not drawing in the color buffer 1590 // so we don't want to dirty the current layer, if any 1591 drawRegionRects(*mSnapshot->clipRegion, 0xff000000, SkXfermode::kSrc_Mode, false); 1592 1593 mCaches.stencil.enableTest(); 1594 1595 // Draw the region used to generate the stencil if the appropriate debug 1596 // mode is enabled 1597 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1598 drawRegionRects(*mSnapshot->clipRegion, 0x7f0000ff, SkXfermode::kSrcOver_Mode); 1599 } 1600 } else { 1601 mCaches.stencil.disable(); 1602 } 1603 } 1604} 1605 1606const Rect& OpenGLRenderer::getClipBounds() { 1607 return mSnapshot->getLocalClip(); 1608} 1609 1610bool OpenGLRenderer::quickRejectNoScissor(float left, float top, float right, float bottom, 1611 bool* clipRequired) { 1612 if (mSnapshot->isIgnored() || bottom <= top || right <= left) { 1613 return true; 1614 } 1615 1616 Rect r(left, top, right, bottom); 1617 currentTransform().mapRect(r); 1618 r.snapToPixelBoundaries(); 1619 1620 Rect clipRect(*mSnapshot->clipRect); 1621 clipRect.snapToPixelBoundaries(); 1622 1623 if (!clipRect.intersects(r)) return true; 1624 1625 if (clipRequired) *clipRequired = !clipRect.contains(r); 1626 return false; 1627} 1628 1629bool OpenGLRenderer::quickRejectPreStroke(float left, float top, float right, float bottom, 1630 SkPaint* paint) { 1631 if (paint->getStyle() != SkPaint::kFill_Style) { 1632 float outset = paint->getStrokeWidth() * 0.5f; 1633 return quickReject(left - outset, top - outset, right + outset, bottom + outset); 1634 } else { 1635 return quickReject(left, top, right, bottom); 1636 } 1637} 1638 1639bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1640 bool clipRequired = false; 1641 if (quickRejectNoScissor(left, top, right, bottom, &clipRequired)) { 1642 return true; 1643 } 1644 1645 if (!isDeferred()) { 1646 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1647 } 1648 return false; 1649} 1650 1651void OpenGLRenderer::debugClip() { 1652#if DEBUG_CLIP_REGIONS 1653 if (!isDeferred() && !mSnapshot->clipRegion->isEmpty()) { 1654 drawRegionRects(*mSnapshot->clipRegion, 0x7f00ff00, SkXfermode::kSrcOver_Mode); 1655 } 1656#endif 1657} 1658 1659bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1660 if (CC_LIKELY(currentTransform().rectToRect())) { 1661 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1662 if (clipped) { 1663 dirtyClip(); 1664 } 1665 return !mSnapshot->clipRect->isEmpty(); 1666 } 1667 1668 SkPath path; 1669 path.addRect(left, top, right, bottom); 1670 1671 return OpenGLRenderer::clipPath(&path, op); 1672} 1673 1674bool OpenGLRenderer::clipPath(SkPath* path, SkRegion::Op op) { 1675 SkMatrix transform; 1676 currentTransform().copyTo(transform); 1677 1678 SkPath transformed; 1679 path->transform(transform, &transformed); 1680 1681 SkRegion clip; 1682 if (!mSnapshot->previous->clipRegion->isEmpty()) { 1683 clip.setRegion(*mSnapshot->previous->clipRegion); 1684 } else { 1685 if (mSnapshot->previous == mFirstSnapshot) { 1686 clip.setRect(0, 0, mWidth, mHeight); 1687 } else { 1688 Rect* bounds = mSnapshot->previous->clipRect; 1689 clip.setRect(bounds->left, bounds->top, bounds->right, bounds->bottom); 1690 } 1691 } 1692 1693 SkRegion region; 1694 region.setPath(transformed, clip); 1695 1696 bool clipped = mSnapshot->clipRegionTransformed(region, op); 1697 if (clipped) { 1698 dirtyClip(); 1699 } 1700 return !mSnapshot->clipRect->isEmpty(); 1701} 1702 1703bool OpenGLRenderer::clipRegion(SkRegion* region, SkRegion::Op op) { 1704 bool clipped = mSnapshot->clipRegionTransformed(*region, op); 1705 if (clipped) { 1706 dirtyClip(); 1707 } 1708 return !mSnapshot->clipRect->isEmpty(); 1709} 1710 1711Rect* OpenGLRenderer::getClipRect() { 1712 return mSnapshot->clipRect; 1713} 1714 1715/////////////////////////////////////////////////////////////////////////////// 1716// Drawing commands 1717/////////////////////////////////////////////////////////////////////////////// 1718 1719void OpenGLRenderer::setupDraw(bool clear) { 1720 // TODO: It would be best if we could do this before quickReject() 1721 // changes the scissor test state 1722 if (clear) clearLayerRegions(); 1723 // Make sure setScissor & setStencil happen at the beginning of 1724 // this method 1725 if (mDirtyClip) { 1726 if (mCaches.scissorEnabled) { 1727 setScissorFromClip(); 1728 } 1729 setStencilFromClip(); 1730 } 1731 1732 mDescription.reset(); 1733 1734 mSetShaderColor = false; 1735 mColorSet = false; 1736 mColorA = mColorR = mColorG = mColorB = 0.0f; 1737 mTextureUnit = 0; 1738 mTrackDirtyRegions = true; 1739 1740 // Enable debug highlight when what we're about to draw is tested against 1741 // the stencil buffer and if stencil highlight debugging is on 1742 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1743 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1744 mCaches.stencil.isTestEnabled(); 1745 1746 mDescription.emulateStencil = mCountOverdraw; 1747} 1748 1749void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1750 mDescription.hasTexture = true; 1751 mDescription.hasAlpha8Texture = isAlpha8; 1752} 1753 1754void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1755 mDescription.hasTexture = true; 1756 mDescription.hasColors = true; 1757 mDescription.hasAlpha8Texture = isAlpha8; 1758} 1759 1760void OpenGLRenderer::setupDrawWithExternalTexture() { 1761 mDescription.hasExternalTexture = true; 1762} 1763 1764void OpenGLRenderer::setupDrawNoTexture() { 1765 mCaches.disableTexCoordsVertexArray(); 1766} 1767 1768void OpenGLRenderer::setupDrawAA() { 1769 mDescription.isAA = true; 1770} 1771 1772void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1773 mColorA = alpha / 255.0f; 1774 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1775 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1776 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1777 mColorSet = true; 1778 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1779} 1780 1781void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1782 mColorA = alpha / 255.0f; 1783 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1784 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1785 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1786 mColorSet = true; 1787 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1788} 1789 1790void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1791 mCaches.fontRenderer->describe(mDescription, paint); 1792} 1793 1794void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1795 mColorA = a; 1796 mColorR = r; 1797 mColorG = g; 1798 mColorB = b; 1799 mColorSet = true; 1800 mSetShaderColor = mDescription.setColor(r, g, b, a); 1801} 1802 1803void OpenGLRenderer::setupDrawShader() { 1804 if (mDrawModifiers.mShader) { 1805 mDrawModifiers.mShader->describe(mDescription, mExtensions); 1806 } 1807} 1808 1809void OpenGLRenderer::setupDrawColorFilter() { 1810 if (mDrawModifiers.mColorFilter) { 1811 mDrawModifiers.mColorFilter->describe(mDescription, mExtensions); 1812 } 1813} 1814 1815void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1816 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1817 mColorA = 1.0f; 1818 mColorR = mColorG = mColorB = 0.0f; 1819 mSetShaderColor = mDescription.modulate = true; 1820 } 1821} 1822 1823void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1824 // When the blending mode is kClear_Mode, we need to use a modulate color 1825 // argb=1,0,0,0 1826 accountForClear(mode); 1827 bool blend = (mColorSet && mColorA < 1.0f) || 1828 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()); 1829 chooseBlending(blend, mode, mDescription, swapSrcDst); 1830} 1831 1832void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1833 // When the blending mode is kClear_Mode, we need to use a modulate color 1834 // argb=1,0,0,0 1835 accountForClear(mode); 1836 blend |= (mColorSet && mColorA < 1.0f) || 1837 (mDrawModifiers.mShader && mDrawModifiers.mShader->blend()) || 1838 (mDrawModifiers.mColorFilter && mDrawModifiers.mColorFilter->blend()); 1839 chooseBlending(blend, mode, mDescription, swapSrcDst); 1840} 1841 1842void OpenGLRenderer::setupDrawProgram() { 1843 useProgram(mCaches.programCache.get(mDescription)); 1844} 1845 1846void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1847 mTrackDirtyRegions = false; 1848} 1849 1850void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1851 bool ignoreTransform) { 1852 mModelView.loadTranslate(left, top, 0.0f); 1853 if (!ignoreTransform) { 1854 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1855 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, currentTransform()); 1856 } else { 1857 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1858 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1859 } 1860} 1861 1862void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1863 mCaches.currentProgram->set(mOrthoMatrix, mat4::identity(), currentTransform(), offset); 1864} 1865 1866void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1867 bool ignoreTransform, bool ignoreModelView) { 1868 if (!ignoreModelView) { 1869 mModelView.loadTranslate(left, top, 0.0f); 1870 mModelView.scale(right - left, bottom - top, 1.0f); 1871 } else { 1872 mModelView.loadIdentity(); 1873 } 1874 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1875 if (!ignoreTransform) { 1876 mCaches.currentProgram->set(mOrthoMatrix, mModelView, currentTransform()); 1877 if (mTrackDirtyRegions && dirty) { 1878 dirtyLayer(left, top, right, bottom, currentTransform()); 1879 } 1880 } else { 1881 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mat4::identity()); 1882 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1883 } 1884} 1885 1886void OpenGLRenderer::setupDrawColorUniforms() { 1887 if ((mColorSet && !mDrawModifiers.mShader) || (mDrawModifiers.mShader && mSetShaderColor)) { 1888 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1889 } 1890} 1891 1892void OpenGLRenderer::setupDrawPureColorUniforms() { 1893 if (mSetShaderColor) { 1894 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1895 } 1896} 1897 1898void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1899 if (mDrawModifiers.mShader) { 1900 if (ignoreTransform) { 1901 mModelView.loadInverse(currentTransform()); 1902 } 1903 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1904 mModelView, *mSnapshot, &mTextureUnit); 1905 } 1906} 1907 1908void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1909 if (mDrawModifiers.mShader) { 1910 mDrawModifiers.mShader->setupProgram(mCaches.currentProgram, 1911 mat4::identity(), *mSnapshot, &mTextureUnit); 1912 } 1913} 1914 1915void OpenGLRenderer::setupDrawColorFilterUniforms() { 1916 if (mDrawModifiers.mColorFilter) { 1917 mDrawModifiers.mColorFilter->setupProgram(mCaches.currentProgram); 1918 } 1919} 1920 1921void OpenGLRenderer::setupDrawTextGammaUniforms() { 1922 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1923} 1924 1925void OpenGLRenderer::setupDrawSimpleMesh() { 1926 bool force = mCaches.bindMeshBuffer(); 1927 mCaches.bindPositionVertexPointer(force, 0); 1928 mCaches.unbindIndicesBuffer(); 1929} 1930 1931void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1932 if (texture) bindTexture(texture); 1933 mTextureUnit++; 1934 mCaches.enableTexCoordsVertexArray(); 1935} 1936 1937void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1938 bindExternalTexture(texture); 1939 mTextureUnit++; 1940 mCaches.enableTexCoordsVertexArray(); 1941} 1942 1943void OpenGLRenderer::setupDrawTextureTransform() { 1944 mDescription.hasTextureTransform = true; 1945} 1946 1947void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1948 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1949 GL_FALSE, &transform.data[0]); 1950} 1951 1952void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1953 bool force = false; 1954 if (!vertices || vbo) { 1955 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1956 } else { 1957 force = mCaches.unbindMeshBuffer(); 1958 } 1959 1960 mCaches.bindPositionVertexPointer(force, vertices); 1961 if (mCaches.currentProgram->texCoords >= 0) { 1962 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1963 } 1964 1965 mCaches.unbindIndicesBuffer(); 1966} 1967 1968void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) { 1969 bool force = mCaches.unbindMeshBuffer(); 1970 GLsizei stride = sizeof(ColorTextureVertex); 1971 1972 mCaches.bindPositionVertexPointer(force, vertices, stride); 1973 if (mCaches.currentProgram->texCoords >= 0) { 1974 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1975 } 1976 int slot = mCaches.currentProgram->getAttrib("colors"); 1977 if (slot >= 0) { 1978 glEnableVertexAttribArray(slot); 1979 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1980 } 1981 1982 mCaches.unbindIndicesBuffer(); 1983} 1984 1985void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1986 bool force = false; 1987 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1988 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1989 // use the default VBO found in Caches 1990 if (!vertices || vbo) { 1991 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1992 } else { 1993 force = mCaches.unbindMeshBuffer(); 1994 } 1995 mCaches.bindIndicesBuffer(); 1996 1997 mCaches.bindPositionVertexPointer(force, vertices); 1998 if (mCaches.currentProgram->texCoords >= 0) { 1999 mCaches.bindTexCoordsVertexPointer(force, texCoords); 2000 } 2001} 2002 2003void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 2004 bool force = mCaches.unbindMeshBuffer(); 2005 mCaches.bindIndicesBuffer(); 2006 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 2007} 2008 2009void OpenGLRenderer::finishDrawTexture() { 2010} 2011 2012/////////////////////////////////////////////////////////////////////////////// 2013// Drawing 2014/////////////////////////////////////////////////////////////////////////////// 2015 2016status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, Rect& dirty, 2017 int32_t replayFlags) { 2018 status_t status; 2019 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 2020 // will be performed by the display list itself 2021 if (displayList && displayList->isRenderable()) { 2022 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 2023 status = startFrame(); 2024 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 2025 displayList->replay(replayStruct, 0); 2026 return status | replayStruct.mDrawGlStatus; 2027 } 2028 2029 bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs! 2030 DeferredDisplayList deferredList(*(mSnapshot->clipRect), avoidOverdraw); 2031 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 2032 displayList->defer(deferStruct, 0); 2033 2034 flushLayers(); 2035 status = startFrame(); 2036 2037 return status | deferredList.flush(*this, dirty); 2038 } 2039 2040 return DrawGlInfo::kStatusDone; 2041} 2042 2043void OpenGLRenderer::outputDisplayList(DisplayList* displayList) { 2044 if (displayList) { 2045 displayList->output(1); 2046 } 2047} 2048 2049void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 2050 int alpha; 2051 SkXfermode::Mode mode; 2052 getAlphaAndMode(paint, &alpha, &mode); 2053 2054 int color = paint != NULL ? paint->getColor() : 0; 2055 2056 float x = left; 2057 float y = top; 2058 2059 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2060 2061 bool ignoreTransform = false; 2062 if (currentTransform().isPureTranslate()) { 2063 x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2064 y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2065 ignoreTransform = true; 2066 2067 texture->setFilter(GL_NEAREST, true); 2068 } else { 2069 texture->setFilter(FILTER(paint), true); 2070 } 2071 2072 // No need to check for a UV mapper on the texture object, only ARGB_8888 2073 // bitmaps get packed in the atlas 2074 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2075 paint != NULL, color, alpha, mode, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2076 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2077} 2078 2079/** 2080 * Important note: this method is intended to draw batches of bitmaps and 2081 * will not set the scissor enable or dirty the current layer, if any. 2082 * The caller is responsible for properly dirtying the current layer. 2083 */ 2084status_t OpenGLRenderer::drawBitmaps(SkBitmap* bitmap, AssetAtlas::Entry* entry, int bitmapCount, 2085 TextureVertex* vertices, bool transformed, const Rect& bounds, SkPaint* paint) { 2086 mCaches.activeTexture(0); 2087 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2088 if (!texture) return DrawGlInfo::kStatusDone; 2089 2090 const AutoTexture autoCleanup(texture); 2091 2092 int alpha; 2093 SkXfermode::Mode mode; 2094 getAlphaAndMode(paint, &alpha, &mode); 2095 2096 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2097 texture->setFilter(transformed ? FILTER(paint) : GL_NEAREST, true); 2098 2099 const float x = (int) floorf(bounds.left + 0.5f); 2100 const float y = (int) floorf(bounds.top + 0.5f); 2101 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2102 int color = paint != NULL ? paint->getColor() : 0; 2103 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2104 texture->id, paint != NULL, color, alpha, mode, 2105 &vertices[0].position[0], &vertices[0].texture[0], 2106 GL_TRIANGLES, bitmapCount * 6, true, true, false); 2107 } else { 2108 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2109 texture->id, alpha / 255.0f, mode, texture->blend, 2110 &vertices[0].position[0], &vertices[0].texture[0], 2111 GL_TRIANGLES, bitmapCount * 6, false, true, 0, true, false); 2112 } 2113 2114 return DrawGlInfo::kStatusDrew; 2115} 2116 2117status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2118 const float right = left + bitmap->width(); 2119 const float bottom = top + bitmap->height(); 2120 2121 if (quickReject(left, top, right, bottom)) { 2122 return DrawGlInfo::kStatusDone; 2123 } 2124 2125 mCaches.activeTexture(0); 2126 Texture* texture = getTexture(bitmap); 2127 if (!texture) return DrawGlInfo::kStatusDone; 2128 const AutoTexture autoCleanup(texture); 2129 2130 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2131 drawAlphaBitmap(texture, left, top, paint); 2132 } else { 2133 drawTextureRect(left, top, right, bottom, texture, paint); 2134 } 2135 2136 return DrawGlInfo::kStatusDrew; 2137} 2138 2139status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 2140 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 2141 const mat4 transform(*matrix); 2142 transform.mapRect(r); 2143 2144 if (quickReject(r.left, r.top, r.right, r.bottom)) { 2145 return DrawGlInfo::kStatusDone; 2146 } 2147 2148 mCaches.activeTexture(0); 2149 Texture* texture = getTexture(bitmap); 2150 if (!texture) return DrawGlInfo::kStatusDone; 2151 const AutoTexture autoCleanup(texture); 2152 2153 // This could be done in a cheaper way, all we need is pass the matrix 2154 // to the vertex shader. The save/restore is a bit overkill. 2155 save(SkCanvas::kMatrix_SaveFlag); 2156 concatMatrix(matrix); 2157 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2158 drawAlphaBitmap(texture, 0.0f, 0.0f, paint); 2159 } else { 2160 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 2161 } 2162 restore(); 2163 2164 return DrawGlInfo::kStatusDrew; 2165} 2166 2167status_t OpenGLRenderer::drawBitmapData(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 2168 const float right = left + bitmap->width(); 2169 const float bottom = top + bitmap->height(); 2170 2171 if (quickReject(left, top, right, bottom)) { 2172 return DrawGlInfo::kStatusDone; 2173 } 2174 2175 mCaches.activeTexture(0); 2176 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2177 const AutoTexture autoCleanup(texture); 2178 2179 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2180 drawAlphaBitmap(texture, left, top, paint); 2181 } else { 2182 drawTextureRect(left, top, right, bottom, texture, paint); 2183 } 2184 2185 return DrawGlInfo::kStatusDrew; 2186} 2187 2188status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 2189 float* vertices, int* colors, SkPaint* paint) { 2190 if (!vertices || mSnapshot->isIgnored()) { 2191 return DrawGlInfo::kStatusDone; 2192 } 2193 2194 // TODO: use quickReject on bounds from vertices 2195 mCaches.enableScissor(); 2196 2197 float left = FLT_MAX; 2198 float top = FLT_MAX; 2199 float right = FLT_MIN; 2200 float bottom = FLT_MIN; 2201 2202 const uint32_t count = meshWidth * meshHeight * 6; 2203 2204 ColorTextureVertex mesh[count]; 2205 ColorTextureVertex* vertex = mesh; 2206 2207 bool cleanupColors = false; 2208 if (!colors) { 2209 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2210 colors = new int[colorsCount]; 2211 memset(colors, 0xff, colorsCount * sizeof(int)); 2212 cleanupColors = true; 2213 } 2214 2215 mCaches.activeTexture(0); 2216 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2217 const UvMapper& mapper(getMapper(texture)); 2218 2219 for (int32_t y = 0; y < meshHeight; y++) { 2220 for (int32_t x = 0; x < meshWidth; x++) { 2221 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2222 2223 float u1 = float(x) / meshWidth; 2224 float u2 = float(x + 1) / meshWidth; 2225 float v1 = float(y) / meshHeight; 2226 float v2 = float(y + 1) / meshHeight; 2227 2228 mapper.map(u1, v1, u2, v2); 2229 2230 int ax = i + (meshWidth + 1) * 2; 2231 int ay = ax + 1; 2232 int bx = i; 2233 int by = bx + 1; 2234 int cx = i + 2; 2235 int cy = cx + 1; 2236 int dx = i + (meshWidth + 1) * 2 + 2; 2237 int dy = dx + 1; 2238 2239 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2240 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2241 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2242 2243 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2244 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2245 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2246 2247 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2248 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2249 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2250 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2251 } 2252 } 2253 2254 if (quickReject(left, top, right, bottom)) { 2255 if (cleanupColors) delete[] colors; 2256 return DrawGlInfo::kStatusDone; 2257 } 2258 2259 if (!texture) { 2260 texture = mCaches.textureCache.get(bitmap); 2261 if (!texture) { 2262 if (cleanupColors) delete[] colors; 2263 return DrawGlInfo::kStatusDone; 2264 } 2265 } 2266 const AutoTexture autoCleanup(texture); 2267 2268 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2269 texture->setFilter(FILTER(paint), true); 2270 2271 int alpha; 2272 SkXfermode::Mode mode; 2273 getAlphaAndMode(paint, &alpha, &mode); 2274 2275 float a = alpha / 255.0f; 2276 2277 if (hasLayer()) { 2278 dirtyLayer(left, top, right, bottom, currentTransform()); 2279 } 2280 2281 setupDraw(); 2282 setupDrawWithTextureAndColor(); 2283 setupDrawColor(a, a, a, a); 2284 setupDrawColorFilter(); 2285 setupDrawBlending(true, mode, false); 2286 setupDrawProgram(); 2287 setupDrawDirtyRegionsDisabled(); 2288 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, false); 2289 setupDrawTexture(texture->id); 2290 setupDrawPureColorUniforms(); 2291 setupDrawColorFilterUniforms(); 2292 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]); 2293 2294 glDrawArrays(GL_TRIANGLES, 0, count); 2295 2296 finishDrawTexture(); 2297 2298 int slot = mCaches.currentProgram->getAttrib("colors"); 2299 if (slot >= 0) { 2300 glDisableVertexAttribArray(slot); 2301 } 2302 2303 if (cleanupColors) delete[] colors; 2304 2305 return DrawGlInfo::kStatusDrew; 2306} 2307 2308status_t OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 2309 float srcLeft, float srcTop, float srcRight, float srcBottom, 2310 float dstLeft, float dstTop, float dstRight, float dstBottom, 2311 SkPaint* paint) { 2312 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 2313 return DrawGlInfo::kStatusDone; 2314 } 2315 2316 mCaches.activeTexture(0); 2317 Texture* texture = getTexture(bitmap); 2318 if (!texture) return DrawGlInfo::kStatusDone; 2319 const AutoTexture autoCleanup(texture); 2320 2321 const float width = texture->width; 2322 const float height = texture->height; 2323 2324 float u1 = fmax(0.0f, srcLeft / width); 2325 float v1 = fmax(0.0f, srcTop / height); 2326 float u2 = fmin(1.0f, srcRight / width); 2327 float v2 = fmin(1.0f, srcBottom / height); 2328 2329 getMapper(texture).map(u1, v1, u2, v2); 2330 2331 mCaches.unbindMeshBuffer(); 2332 resetDrawTextureTexCoords(u1, v1, u2, v2); 2333 2334 int alpha; 2335 SkXfermode::Mode mode; 2336 getAlphaAndMode(paint, &alpha, &mode); 2337 2338 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2339 2340 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2341 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2342 2343 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2344 // Apply a scale transform on the canvas only when a shader is in use 2345 // Skia handles the ratio between the dst and src rects as a scale factor 2346 // when a shader is set 2347 bool useScaleTransform = mDrawModifiers.mShader && scaled; 2348 bool ignoreTransform = false; 2349 2350 if (CC_LIKELY(currentTransform().isPureTranslate() && !useScaleTransform)) { 2351 float x = (int) floorf(dstLeft + currentTransform().getTranslateX() + 0.5f); 2352 float y = (int) floorf(dstTop + currentTransform().getTranslateY() + 0.5f); 2353 2354 dstRight = x + (dstRight - dstLeft); 2355 dstBottom = y + (dstBottom - dstTop); 2356 2357 dstLeft = x; 2358 dstTop = y; 2359 2360 texture->setFilter(scaled ? FILTER(paint) : GL_NEAREST, true); 2361 ignoreTransform = true; 2362 } else { 2363 texture->setFilter(FILTER(paint), true); 2364 } 2365 2366 if (CC_UNLIKELY(useScaleTransform)) { 2367 save(SkCanvas::kMatrix_SaveFlag); 2368 translate(dstLeft, dstTop); 2369 scale(scaleX, scaleY); 2370 2371 dstLeft = 0.0f; 2372 dstTop = 0.0f; 2373 2374 dstRight = srcRight - srcLeft; 2375 dstBottom = srcBottom - srcTop; 2376 } 2377 2378 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 2379 int color = paint ? paint->getColor() : 0; 2380 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2381 texture->id, paint != NULL, color, alpha, mode, 2382 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2383 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2384 } else { 2385 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2386 texture->id, alpha / 255.0f, mode, texture->blend, 2387 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 2388 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2389 } 2390 2391 if (CC_UNLIKELY(useScaleTransform)) { 2392 restore(); 2393 } 2394 2395 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2396 2397 return DrawGlInfo::kStatusDrew; 2398} 2399 2400status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, Res_png_9patch* patch, 2401 float left, float top, float right, float bottom, SkPaint* paint) { 2402 if (quickReject(left, top, right, bottom)) { 2403 return DrawGlInfo::kStatusDone; 2404 } 2405 2406 AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap); 2407 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2408 right - left, bottom - top, patch); 2409 2410 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2411} 2412 2413status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry, 2414 float left, float top, float right, float bottom, SkPaint* paint) { 2415 if (quickReject(left, top, right, bottom)) { 2416 return DrawGlInfo::kStatusDone; 2417 } 2418 2419 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2420 mCaches.activeTexture(0); 2421 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2422 if (!texture) return DrawGlInfo::kStatusDone; 2423 const AutoTexture autoCleanup(texture); 2424 2425 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2426 texture->setFilter(GL_LINEAR, true); 2427 2428 int alpha; 2429 SkXfermode::Mode mode; 2430 getAlphaAndMode(paint, &alpha, &mode); 2431 2432 const bool pureTranslate = currentTransform().isPureTranslate(); 2433 // Mark the current layer dirty where we are going to draw the patch 2434 if (hasLayer() && mesh->hasEmptyQuads) { 2435 const float offsetX = left + currentTransform().getTranslateX(); 2436 const float offsetY = top + currentTransform().getTranslateY(); 2437 const size_t count = mesh->quads.size(); 2438 for (size_t i = 0; i < count; i++) { 2439 const Rect& bounds = mesh->quads.itemAt(i); 2440 if (CC_LIKELY(pureTranslate)) { 2441 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2442 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2443 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2444 } else { 2445 dirtyLayer(left + bounds.left, top + bounds.top, 2446 left + bounds.right, top + bounds.bottom, currentTransform()); 2447 } 2448 } 2449 } 2450 2451 if (CC_LIKELY(pureTranslate)) { 2452 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 2453 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 2454 2455 right = x + right - left; 2456 bottom = y + bottom - top; 2457 drawIndexedTextureMesh(x, y, right, bottom, texture->id, alpha / 255.0f, 2458 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2459 GL_TRIANGLES, mesh->indexCount, false, true, 2460 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2461 } else { 2462 drawIndexedTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 2463 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2464 GL_TRIANGLES, mesh->indexCount, false, false, 2465 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads); 2466 } 2467 } 2468 2469 return DrawGlInfo::kStatusDrew; 2470} 2471 2472/** 2473 * Important note: this method is intended to draw batches of 9-patch objects and 2474 * will not set the scissor enable or dirty the current layer, if any. 2475 * The caller is responsible for properly dirtying the current layer. 2476 */ 2477status_t OpenGLRenderer::drawPatches(SkBitmap* bitmap, AssetAtlas::Entry* entry, 2478 TextureVertex* vertices, uint32_t indexCount, SkPaint* paint) { 2479 mCaches.activeTexture(0); 2480 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2481 if (!texture) return DrawGlInfo::kStatusDone; 2482 const AutoTexture autoCleanup(texture); 2483 2484 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2485 texture->setFilter(GL_LINEAR, true); 2486 2487 int alpha; 2488 SkXfermode::Mode mode; 2489 getAlphaAndMode(paint, &alpha, &mode); 2490 2491 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 2492 mode, texture->blend, &vertices[0].position[0], &vertices[0].texture[0], 2493 GL_TRIANGLES, indexCount, false, true, 0, true, false); 2494 2495 return DrawGlInfo::kStatusDrew; 2496} 2497 2498status_t OpenGLRenderer::drawVertexBuffer(const VertexBuffer& vertexBuffer, SkPaint* paint, 2499 bool useOffset) { 2500 if (!vertexBuffer.getVertexCount()) { 2501 // no vertices to draw 2502 return DrawGlInfo::kStatusDone; 2503 } 2504 2505 int color = paint->getColor(); 2506 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 2507 bool isAA = paint->isAntiAlias(); 2508 2509 setupDraw(); 2510 setupDrawNoTexture(); 2511 if (isAA) setupDrawAA(); 2512 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2513 setupDrawColorFilter(); 2514 setupDrawShader(); 2515 setupDrawBlending(isAA, mode); 2516 setupDrawProgram(); 2517 setupDrawModelViewIdentity(useOffset); 2518 setupDrawColorUniforms(); 2519 setupDrawColorFilterUniforms(); 2520 setupDrawShaderIdentityUniforms(); 2521 2522 void* vertices = vertexBuffer.getBuffer(); 2523 bool force = mCaches.unbindMeshBuffer(); 2524 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2525 mCaches.resetTexCoordsVertexPointer(); 2526 mCaches.unbindIndicesBuffer(); 2527 2528 int alphaSlot = -1; 2529 if (isAA) { 2530 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2531 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2532 2533 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2534 glEnableVertexAttribArray(alphaSlot); 2535 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2536 } 2537 2538 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2539 2540 if (isAA) { 2541 glDisableVertexAttribArray(alphaSlot); 2542 } 2543 2544 return DrawGlInfo::kStatusDrew; 2545} 2546 2547/** 2548 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2549 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2550 * screen space in all directions. However, instead of using a fragment shader to compute the 2551 * translucency of the color from its position, we simply use a varying parameter to define how far 2552 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2553 * 2554 * Doesn't yet support joins, caps, or path effects. 2555 */ 2556status_t OpenGLRenderer::drawConvexPath(const SkPath& path, SkPaint* paint) { 2557 VertexBuffer vertexBuffer; 2558 // TODO: try clipping large paths to viewport 2559 PathTessellator::tessellatePath(path, paint, mSnapshot->transform, vertexBuffer); 2560 2561 if (hasLayer()) { 2562 SkRect bounds = path.getBounds(); 2563 PathTessellator::expandBoundsForStroke(bounds, paint, false); 2564 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2565 } 2566 2567 return drawVertexBuffer(vertexBuffer, paint); 2568} 2569 2570/** 2571 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2572 * and additional geometry for defining an alpha slope perimeter. 2573 * 2574 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2575 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2576 * in-shader alpha region, but found it to be taxing on some GPUs. 2577 * 2578 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2579 * memory transfer by removing need for degenerate vertices. 2580 */ 2581status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 2582 if (mSnapshot->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2583 2584 count &= ~0x3; // round down to nearest four 2585 2586 VertexBuffer buffer; 2587 SkRect bounds; 2588 PathTessellator::tessellateLines(points, count, paint, mSnapshot->transform, bounds, buffer); 2589 2590 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2591 return DrawGlInfo::kStatusDone; 2592 } 2593 2594 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2595 2596 bool useOffset = !paint->isAntiAlias(); 2597 return drawVertexBuffer(buffer, paint, useOffset); 2598} 2599 2600status_t OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 2601 if (mSnapshot->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; 2602 2603 count &= ~0x1; // round down to nearest two 2604 2605 VertexBuffer buffer; 2606 SkRect bounds; 2607 PathTessellator::tessellatePoints(points, count, paint, mSnapshot->transform, bounds, buffer); 2608 2609 if (quickReject(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom)) { 2610 return DrawGlInfo::kStatusDone; 2611 } 2612 2613 dirtyLayer(bounds.fLeft, bounds.fTop, bounds.fRight, bounds.fBottom, currentTransform()); 2614 2615 bool useOffset = !paint->isAntiAlias(); 2616 return drawVertexBuffer(buffer, paint, useOffset); 2617} 2618 2619status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2620 // No need to check against the clip, we fill the clip region 2621 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 2622 2623 Rect& clip(*mSnapshot->clipRect); 2624 clip.snapToPixelBoundaries(); 2625 2626 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2627 2628 return DrawGlInfo::kStatusDrew; 2629} 2630 2631status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2632 SkPaint* paint) { 2633 if (!texture) return DrawGlInfo::kStatusDone; 2634 const AutoTexture autoCleanup(texture); 2635 2636 const float x = left + texture->left - texture->offset; 2637 const float y = top + texture->top - texture->offset; 2638 2639 drawPathTexture(texture, x, y, paint); 2640 2641 return DrawGlInfo::kStatusDrew; 2642} 2643 2644status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2645 float rx, float ry, SkPaint* p) { 2646 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2647 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2648 return DrawGlInfo::kStatusDone; 2649 } 2650 2651 if (p->getPathEffect() != 0) { 2652 mCaches.activeTexture(0); 2653 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2654 right - left, bottom - top, rx, ry, p); 2655 return drawShape(left, top, texture, p); 2656 } 2657 2658 SkPath path; 2659 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2660 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2661 float outset = p->getStrokeWidth() / 2; 2662 rect.outset(outset, outset); 2663 rx += outset; 2664 ry += outset; 2665 } 2666 path.addRoundRect(rect, rx, ry); 2667 return drawConvexPath(path, p); 2668} 2669 2670status_t OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* p) { 2671 if (mSnapshot->isIgnored() || quickRejectPreStroke(x - radius, y - radius, 2672 x + radius, y + radius, p) || 2673 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2674 return DrawGlInfo::kStatusDone; 2675 } 2676 if (p->getPathEffect() != 0) { 2677 mCaches.activeTexture(0); 2678 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2679 return drawShape(x - radius, y - radius, texture, p); 2680 } 2681 2682 SkPath path; 2683 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2684 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2685 } else { 2686 path.addCircle(x, y, radius); 2687 } 2688 return drawConvexPath(path, p); 2689} 2690 2691status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2692 SkPaint* p) { 2693 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2694 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2695 return DrawGlInfo::kStatusDone; 2696 } 2697 2698 if (p->getPathEffect() != 0) { 2699 mCaches.activeTexture(0); 2700 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2701 return drawShape(left, top, texture, p); 2702 } 2703 2704 SkPath path; 2705 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2706 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2707 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2708 } 2709 path.addOval(rect); 2710 return drawConvexPath(path, p); 2711} 2712 2713status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2714 float startAngle, float sweepAngle, bool useCenter, SkPaint* p) { 2715 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2716 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2717 return DrawGlInfo::kStatusDone; 2718 } 2719 2720 if (fabs(sweepAngle) >= 360.0f) { 2721 return drawOval(left, top, right, bottom, p); 2722 } 2723 2724 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2725 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2726 mCaches.activeTexture(0); 2727 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2728 startAngle, sweepAngle, useCenter, p); 2729 return drawShape(left, top, texture, p); 2730 } 2731 2732 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2733 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2734 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2735 } 2736 2737 SkPath path; 2738 if (useCenter) { 2739 path.moveTo(rect.centerX(), rect.centerY()); 2740 } 2741 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2742 if (useCenter) { 2743 path.close(); 2744 } 2745 return drawConvexPath(path, p); 2746} 2747 2748// See SkPaintDefaults.h 2749#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2750 2751status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2752 if (mSnapshot->isIgnored() || quickRejectPreStroke(left, top, right, bottom, p) || 2753 (p->getAlpha() == 0 && getXfermode(p->getXfermode()) != SkXfermode::kClear_Mode)) { 2754 return DrawGlInfo::kStatusDone; 2755 } 2756 2757 if (p->getStyle() != SkPaint::kFill_Style) { 2758 // only fill style is supported by drawConvexPath, since others have to handle joins 2759 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2760 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2761 mCaches.activeTexture(0); 2762 const PathTexture* texture = 2763 mCaches.pathCache.getRect(right - left, bottom - top, p); 2764 return drawShape(left, top, texture, p); 2765 } 2766 2767 SkPath path; 2768 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2769 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2770 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2771 } 2772 path.addRect(rect); 2773 return drawConvexPath(path, p); 2774 } 2775 2776 if (p->isAntiAlias() && !currentTransform().isSimple()) { 2777 SkPath path; 2778 path.addRect(left, top, right, bottom); 2779 return drawConvexPath(path, p); 2780 } else { 2781 drawColorRect(left, top, right, bottom, p->getColor(), getXfermode(p->getXfermode())); 2782 return DrawGlInfo::kStatusDrew; 2783 } 2784} 2785 2786void OpenGLRenderer::drawTextShadow(SkPaint* paint, const char* text, int bytesCount, int count, 2787 const float* positions, FontRenderer& fontRenderer, int alpha, SkXfermode::Mode mode, 2788 float x, float y) { 2789 mCaches.activeTexture(0); 2790 2791 // NOTE: The drop shadow will not perform gamma correction 2792 // if shader-based correction is enabled 2793 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2794 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2795 paint, text, bytesCount, count, mDrawModifiers.mShadowRadius, positions); 2796 // If the drop shadow exceeds the max texture size or couldn't be 2797 // allocated, skip drawing 2798 if (!shadow) return; 2799 const AutoTexture autoCleanup(shadow); 2800 2801 const float sx = x - shadow->left + mDrawModifiers.mShadowDx; 2802 const float sy = y - shadow->top + mDrawModifiers.mShadowDy; 2803 2804 const int shadowAlpha = ((mDrawModifiers.mShadowColor >> 24) & 0xFF) * mSnapshot->alpha; 2805 int shadowColor = mDrawModifiers.mShadowColor; 2806 if (mDrawModifiers.mShader) { 2807 shadowColor = 0xffffffff; 2808 } 2809 2810 setupDraw(); 2811 setupDrawWithTexture(true); 2812 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2813 setupDrawColorFilter(); 2814 setupDrawShader(); 2815 setupDrawBlending(true, mode); 2816 setupDrawProgram(); 2817 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2818 setupDrawTexture(shadow->id); 2819 setupDrawPureColorUniforms(); 2820 setupDrawColorFilterUniforms(); 2821 setupDrawShaderUniforms(); 2822 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2823 2824 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2825} 2826 2827bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2828 float alpha = (mDrawModifiers.mHasShadow ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2829 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2830} 2831 2832status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2833 const float* positions, SkPaint* paint) { 2834 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2835 return DrawGlInfo::kStatusDone; 2836 } 2837 2838 // NOTE: Skia does not support perspective transform on drawPosText yet 2839 if (!currentTransform().isSimple()) { 2840 return DrawGlInfo::kStatusDone; 2841 } 2842 2843 mCaches.enableScissor(); 2844 2845 float x = 0.0f; 2846 float y = 0.0f; 2847 const bool pureTranslate = currentTransform().isPureTranslate(); 2848 if (pureTranslate) { 2849 x = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 2850 y = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 2851 } 2852 2853 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2854 fontRenderer.setFont(paint, mat4::identity()); 2855 2856 int alpha; 2857 SkXfermode::Mode mode; 2858 getAlphaAndMode(paint, &alpha, &mode); 2859 2860 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2861 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2862 alpha, mode, 0.0f, 0.0f); 2863 } 2864 2865 // Pick the appropriate texture filtering 2866 bool linearFilter = currentTransform().changesBounds(); 2867 if (pureTranslate && !linearFilter) { 2868 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2869 } 2870 fontRenderer.setTextureFiltering(linearFilter); 2871 2872 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2873 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2874 2875 const bool hasActiveLayer = hasLayer(); 2876 2877 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2878 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2879 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2880 if (hasActiveLayer) { 2881 if (!pureTranslate) { 2882 currentTransform().mapRect(bounds); 2883 } 2884 dirtyLayerUnchecked(bounds, getRegion()); 2885 } 2886 } 2887 2888 return DrawGlInfo::kStatusDrew; 2889} 2890 2891mat4 OpenGLRenderer::findBestFontTransform(const mat4& transform) const { 2892 mat4 fontTransform; 2893 if (CC_LIKELY(transform.isPureTranslate())) { 2894 fontTransform = mat4::identity(); 2895 } else { 2896 if (CC_UNLIKELY(transform.isPerspective())) { 2897 fontTransform = mat4::identity(); 2898 } else { 2899 float sx, sy; 2900 currentTransform().decomposeScale(sx, sy); 2901 fontTransform.loadScale(sx, sy, 1.0f); 2902 } 2903 } 2904 return fontTransform; 2905} 2906 2907status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2908 const float* positions, SkPaint* paint, float totalAdvance, const Rect& bounds, 2909 DrawOpMode drawOpMode) { 2910 2911 if (drawOpMode == kDrawOpMode_Immediate) { 2912 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2913 // drawing as ops from DeferredDisplayList are already filtered for these 2914 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint) || 2915 quickReject(bounds)) { 2916 return DrawGlInfo::kStatusDone; 2917 } 2918 } 2919 2920 const float oldX = x; 2921 const float oldY = y; 2922 2923 const mat4& transform = currentTransform(); 2924 const bool pureTranslate = transform.isPureTranslate(); 2925 2926 if (CC_LIKELY(pureTranslate)) { 2927 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2928 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2929 } 2930 2931 int alpha; 2932 SkXfermode::Mode mode; 2933 getAlphaAndMode(paint, &alpha, &mode); 2934 2935 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2936 2937 if (CC_UNLIKELY(mDrawModifiers.mHasShadow)) { 2938 fontRenderer.setFont(paint, mat4::identity()); 2939 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2940 alpha, mode, oldX, oldY); 2941 } 2942 2943 const bool hasActiveLayer = hasLayer(); 2944 2945 // We only pass a partial transform to the font renderer. That partial 2946 // matrix defines how glyphs are rasterized. Typically we want glyphs 2947 // to be rasterized at their final size on screen, which means the partial 2948 // matrix needs to take the scale factor into account. 2949 // When a partial matrix is used to transform glyphs during rasterization, 2950 // the mesh is generated with the inverse transform (in the case of scale, 2951 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2952 // apply the full transform matrix at draw time in the vertex shader. 2953 // Applying the full matrix in the shader is the easiest way to handle 2954 // rotation and perspective and allows us to always generated quads in the 2955 // font renderer which greatly simplifies the code, clipping in particular. 2956 mat4 fontTransform = findBestFontTransform(transform); 2957 fontRenderer.setFont(paint, fontTransform); 2958 2959 // Pick the appropriate texture filtering 2960 bool linearFilter = !pureTranslate || fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2961 fontRenderer.setTextureFiltering(linearFilter); 2962 2963 // TODO: Implement better clipping for scaled/rotated text 2964 const Rect* clip = !pureTranslate ? NULL : mSnapshot->clipRect; 2965 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2966 2967 bool status; 2968 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2969 2970 // don't call issuedrawcommand, do it at end of batch 2971 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2972 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2973 SkPaint paintCopy(*paint); 2974 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2975 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2976 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2977 } else { 2978 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2979 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2980 } 2981 2982 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2983 if (!pureTranslate) { 2984 transform.mapRect(layerBounds); 2985 } 2986 dirtyLayerUnchecked(layerBounds, getRegion()); 2987 } 2988 2989 drawTextDecorations(text, bytesCount, totalAdvance, oldX, oldY, paint); 2990 2991 return DrawGlInfo::kStatusDrew; 2992} 2993 2994status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2995 float hOffset, float vOffset, SkPaint* paint) { 2996 if (text == NULL || count == 0 || mSnapshot->isIgnored() || canSkipText(paint)) { 2997 return DrawGlInfo::kStatusDone; 2998 } 2999 3000 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 3001 mCaches.enableScissor(); 3002 3003 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 3004 fontRenderer.setFont(paint, mat4::identity()); 3005 fontRenderer.setTextureFiltering(true); 3006 3007 int alpha; 3008 SkXfermode::Mode mode; 3009 getAlphaAndMode(paint, &alpha, &mode); 3010 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 3011 3012 const Rect* clip = &mSnapshot->getLocalClip(); 3013 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 3014 3015 const bool hasActiveLayer = hasLayer(); 3016 3017 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 3018 hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) { 3019 if (hasActiveLayer) { 3020 currentTransform().mapRect(bounds); 3021 dirtyLayerUnchecked(bounds, getRegion()); 3022 } 3023 } 3024 3025 return DrawGlInfo::kStatusDrew; 3026} 3027 3028status_t OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 3029 if (mSnapshot->isIgnored()) return DrawGlInfo::kStatusDone; 3030 3031 mCaches.activeTexture(0); 3032 3033 const PathTexture* texture = mCaches.pathCache.get(path, paint); 3034 if (!texture) return DrawGlInfo::kStatusDone; 3035 const AutoTexture autoCleanup(texture); 3036 3037 const float x = texture->left - texture->offset; 3038 const float y = texture->top - texture->offset; 3039 3040 drawPathTexture(texture, x, y, paint); 3041 3042 return DrawGlInfo::kStatusDrew; 3043} 3044 3045status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 3046 if (!layer) { 3047 return DrawGlInfo::kStatusDone; 3048 } 3049 3050 mat4* transform = NULL; 3051 if (layer->isTextureLayer()) { 3052 transform = &layer->getTransform(); 3053 if (!transform->isIdentity()) { 3054 save(0); 3055 currentTransform().multiply(*transform); 3056 } 3057 } 3058 3059 bool clipRequired = false; 3060 const bool rejected = quickRejectNoScissor(x, y, 3061 x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired); 3062 3063 if (rejected) { 3064 if (transform && !transform->isIdentity()) { 3065 restore(); 3066 } 3067 return DrawGlInfo::kStatusDone; 3068 } 3069 3070 updateLayer(layer, true); 3071 3072 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 3073 mCaches.activeTexture(0); 3074 3075 if (CC_LIKELY(!layer->region.isEmpty())) { 3076 SkiaColorFilter* oldFilter = mDrawModifiers.mColorFilter; 3077 mDrawModifiers.mColorFilter = layer->getColorFilter(); 3078 3079 if (layer->region.isRect()) { 3080 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3081 composeLayerRect(layer, layer->regionRect)); 3082 } else if (layer->mesh) { 3083 const float a = getLayerAlpha(layer); 3084 setupDraw(); 3085 setupDrawWithTexture(); 3086 setupDrawColor(a, a, a, a); 3087 setupDrawColorFilter(); 3088 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 3089 setupDrawProgram(); 3090 setupDrawPureColorUniforms(); 3091 setupDrawColorFilterUniforms(); 3092 setupDrawTexture(layer->getTexture()); 3093 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3094 int tx = (int) floorf(x + currentTransform().getTranslateX() + 0.5f); 3095 int ty = (int) floorf(y + currentTransform().getTranslateY() + 0.5f); 3096 3097 layer->setFilter(GL_NEAREST); 3098 setupDrawModelViewTranslate(tx, ty, 3099 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 3100 } else { 3101 layer->setFilter(GL_LINEAR); 3102 setupDrawModelViewTranslate(x, y, 3103 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 3104 } 3105 3106 TextureVertex* mesh = &layer->mesh[0]; 3107 GLsizei elementsCount = layer->meshElementCount; 3108 3109 while (elementsCount > 0) { 3110 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 3111 3112 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 3113 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3114 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL)); 3115 3116 elementsCount -= drawCount; 3117 // Though there are 4 vertices in a quad, we use 6 indices per 3118 // quad to draw with GL_TRIANGLES 3119 mesh += (drawCount / 6) * 4; 3120 } 3121 3122 finishDrawTexture(); 3123 3124#if DEBUG_LAYERS_AS_REGIONS 3125 drawRegionRects(layer->region); 3126#endif 3127 } 3128 3129 mDrawModifiers.mColorFilter = oldFilter; 3130 3131 if (layer->debugDrawUpdate) { 3132 layer->debugDrawUpdate = false; 3133 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 3134 0x7f00ff00, SkXfermode::kSrcOver_Mode); 3135 } 3136 } 3137 layer->hasDrawnSinceUpdate = true; 3138 3139 if (transform && !transform->isIdentity()) { 3140 restore(); 3141 } 3142 3143 return DrawGlInfo::kStatusDrew; 3144} 3145 3146/////////////////////////////////////////////////////////////////////////////// 3147// Shaders 3148/////////////////////////////////////////////////////////////////////////////// 3149 3150void OpenGLRenderer::resetShader() { 3151 mDrawModifiers.mShader = NULL; 3152} 3153 3154void OpenGLRenderer::setupShader(SkiaShader* shader) { 3155 mDrawModifiers.mShader = shader; 3156 if (mDrawModifiers.mShader) { 3157 mDrawModifiers.mShader->setCaches(mCaches); 3158 } 3159} 3160 3161/////////////////////////////////////////////////////////////////////////////// 3162// Color filters 3163/////////////////////////////////////////////////////////////////////////////// 3164 3165void OpenGLRenderer::resetColorFilter() { 3166 mDrawModifiers.mColorFilter = NULL; 3167} 3168 3169void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 3170 mDrawModifiers.mColorFilter = filter; 3171} 3172 3173/////////////////////////////////////////////////////////////////////////////// 3174// Drop shadow 3175/////////////////////////////////////////////////////////////////////////////// 3176 3177void OpenGLRenderer::resetShadow() { 3178 mDrawModifiers.mHasShadow = false; 3179} 3180 3181void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 3182 mDrawModifiers.mHasShadow = true; 3183 mDrawModifiers.mShadowRadius = radius; 3184 mDrawModifiers.mShadowDx = dx; 3185 mDrawModifiers.mShadowDy = dy; 3186 mDrawModifiers.mShadowColor = color; 3187} 3188 3189/////////////////////////////////////////////////////////////////////////////// 3190// Draw filters 3191/////////////////////////////////////////////////////////////////////////////// 3192 3193void OpenGLRenderer::resetPaintFilter() { 3194 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 3195 // comparison, see MergingDrawBatch::canMergeWith 3196 mDrawModifiers.mHasDrawFilter = false; 3197 mDrawModifiers.mPaintFilterClearBits = 0; 3198 mDrawModifiers.mPaintFilterSetBits = 0; 3199} 3200 3201void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 3202 mDrawModifiers.mHasDrawFilter = true; 3203 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3204 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3205} 3206 3207SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 3208 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3209 return paint; 3210 } 3211 3212 uint32_t flags = paint->getFlags(); 3213 3214 mFilteredPaint = *paint; 3215 mFilteredPaint.setFlags((flags & ~mDrawModifiers.mPaintFilterClearBits) | 3216 mDrawModifiers.mPaintFilterSetBits); 3217 3218 return &mFilteredPaint; 3219} 3220 3221/////////////////////////////////////////////////////////////////////////////// 3222// Drawing implementation 3223/////////////////////////////////////////////////////////////////////////////// 3224 3225Texture* OpenGLRenderer::getTexture(SkBitmap* bitmap) { 3226 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3227 if (!texture) { 3228 return mCaches.textureCache.get(bitmap); 3229 } 3230 return texture; 3231} 3232 3233void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3234 float x, float y, SkPaint* paint) { 3235 if (quickReject(x, y, x + texture->width, y + texture->height)) { 3236 return; 3237 } 3238 3239 int alpha; 3240 SkXfermode::Mode mode; 3241 getAlphaAndMode(paint, &alpha, &mode); 3242 3243 setupDraw(); 3244 setupDrawWithTexture(true); 3245 setupDrawAlpha8Color(paint->getColor(), alpha); 3246 setupDrawColorFilter(); 3247 setupDrawShader(); 3248 setupDrawBlending(true, mode); 3249 setupDrawProgram(); 3250 setupDrawModelView(x, y, x + texture->width, y + texture->height); 3251 setupDrawTexture(texture->id); 3252 setupDrawPureColorUniforms(); 3253 setupDrawColorFilterUniforms(); 3254 setupDrawShaderUniforms(); 3255 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3256 3257 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3258 3259 finishDrawTexture(); 3260} 3261 3262// Same values used by Skia 3263#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3264#define kStdUnderline_Offset (1.0f / 9.0f) 3265#define kStdUnderline_Thickness (1.0f / 18.0f) 3266 3267void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float underlineWidth, 3268 float x, float y, SkPaint* paint) { 3269 // Handle underline and strike-through 3270 uint32_t flags = paint->getFlags(); 3271 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3272 SkPaint paintCopy(*paint); 3273 3274 if (CC_LIKELY(underlineWidth > 0.0f)) { 3275 const float textSize = paintCopy.getTextSize(); 3276 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3277 3278 const float left = x; 3279 float top = 0.0f; 3280 3281 int linesCount = 0; 3282 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3283 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3284 3285 const int pointsCount = 4 * linesCount; 3286 float points[pointsCount]; 3287 int currentPoint = 0; 3288 3289 if (flags & SkPaint::kUnderlineText_Flag) { 3290 top = y + textSize * kStdUnderline_Offset; 3291 points[currentPoint++] = left; 3292 points[currentPoint++] = top; 3293 points[currentPoint++] = left + underlineWidth; 3294 points[currentPoint++] = top; 3295 } 3296 3297 if (flags & SkPaint::kStrikeThruText_Flag) { 3298 top = y + textSize * kStdStrikeThru_Offset; 3299 points[currentPoint++] = left; 3300 points[currentPoint++] = top; 3301 points[currentPoint++] = left + underlineWidth; 3302 points[currentPoint++] = top; 3303 } 3304 3305 paintCopy.setStrokeWidth(strokeWidth); 3306 3307 drawLines(&points[0], pointsCount, &paintCopy); 3308 } 3309 } 3310} 3311 3312status_t OpenGLRenderer::drawRects(const float* rects, int count, SkPaint* paint) { 3313 if (mSnapshot->isIgnored()) { 3314 return DrawGlInfo::kStatusDone; 3315 } 3316 3317 int color = paint->getColor(); 3318 // If a shader is set, preserve only the alpha 3319 if (mDrawModifiers.mShader) { 3320 color |= 0x00ffffff; 3321 } 3322 SkXfermode::Mode mode = getXfermode(paint->getXfermode()); 3323 3324 return drawColorRects(rects, count, color, mode); 3325} 3326 3327status_t OpenGLRenderer::drawColorRects(const float* rects, int count, int color, 3328 SkXfermode::Mode mode, bool ignoreTransform, bool dirty, bool clip) { 3329 if (count == 0) { 3330 return DrawGlInfo::kStatusDone; 3331 } 3332 3333 float left = FLT_MAX; 3334 float top = FLT_MAX; 3335 float right = FLT_MIN; 3336 float bottom = FLT_MIN; 3337 3338 Vertex mesh[count]; 3339 Vertex* vertex = mesh; 3340 3341 for (int index = 0; index < count; index += 4) { 3342 float l = rects[index + 0]; 3343 float t = rects[index + 1]; 3344 float r = rects[index + 2]; 3345 float b = rects[index + 3]; 3346 3347 Vertex::set(vertex++, l, t); 3348 Vertex::set(vertex++, r, t); 3349 Vertex::set(vertex++, l, b); 3350 Vertex::set(vertex++, r, b); 3351 3352 left = fminf(left, l); 3353 top = fminf(top, t); 3354 right = fmaxf(right, r); 3355 bottom = fmaxf(bottom, b); 3356 } 3357 3358 if (clip && quickReject(left, top, right, bottom)) { 3359 return DrawGlInfo::kStatusDone; 3360 } 3361 3362 setupDraw(); 3363 setupDrawNoTexture(); 3364 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3365 setupDrawShader(); 3366 setupDrawColorFilter(); 3367 setupDrawBlending(mode); 3368 setupDrawProgram(); 3369 setupDrawDirtyRegionsDisabled(); 3370 setupDrawModelView(0.0f, 0.0f, 1.0f, 1.0f, ignoreTransform, true); 3371 setupDrawColorUniforms(); 3372 setupDrawShaderUniforms(); 3373 setupDrawColorFilterUniforms(); 3374 3375 if (dirty && hasLayer()) { 3376 dirtyLayer(left, top, right, bottom, currentTransform()); 3377 } 3378 3379 drawIndexedQuads(&mesh[0], count / 4); 3380 3381 return DrawGlInfo::kStatusDrew; 3382} 3383 3384void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3385 int color, SkXfermode::Mode mode, bool ignoreTransform) { 3386 // If a shader is set, preserve only the alpha 3387 if (mDrawModifiers.mShader) { 3388 color |= 0x00ffffff; 3389 } 3390 3391 setupDraw(); 3392 setupDrawNoTexture(); 3393 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 3394 setupDrawShader(); 3395 setupDrawColorFilter(); 3396 setupDrawBlending(mode); 3397 setupDrawProgram(); 3398 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3399 setupDrawColorUniforms(); 3400 setupDrawShaderUniforms(ignoreTransform); 3401 setupDrawColorFilterUniforms(); 3402 setupDrawSimpleMesh(); 3403 3404 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3405} 3406 3407void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3408 Texture* texture, SkPaint* paint) { 3409 int alpha; 3410 SkXfermode::Mode mode; 3411 getAlphaAndMode(paint, &alpha, &mode); 3412 3413 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3414 3415 GLvoid* vertices = (GLvoid*) NULL; 3416 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3417 3418 if (texture->uvMapper) { 3419 vertices = &mMeshVertices[0].position[0]; 3420 texCoords = &mMeshVertices[0].texture[0]; 3421 3422 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3423 texture->uvMapper->map(uvs); 3424 3425 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3426 } 3427 3428 if (CC_LIKELY(currentTransform().isPureTranslate())) { 3429 const float x = (int) floorf(left + currentTransform().getTranslateX() + 0.5f); 3430 const float y = (int) floorf(top + currentTransform().getTranslateY() + 0.5f); 3431 3432 texture->setFilter(GL_NEAREST, true); 3433 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3434 alpha / 255.0f, mode, texture->blend, vertices, texCoords, 3435 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3436 } else { 3437 texture->setFilter(FILTER(paint), true); 3438 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 3439 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3440 } 3441 3442 if (texture->uvMapper) { 3443 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3444 } 3445} 3446 3447void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3448 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 3449 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 3450 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 3451} 3452 3453void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3454 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3455 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3456 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3457 3458 setupDraw(); 3459 setupDrawWithTexture(); 3460 setupDrawColor(alpha, alpha, alpha, alpha); 3461 setupDrawColorFilter(); 3462 setupDrawBlending(blend, mode, swapSrcDst); 3463 setupDrawProgram(); 3464 if (!dirty) setupDrawDirtyRegionsDisabled(); 3465 if (!ignoreScale) { 3466 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3467 } else { 3468 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3469 } 3470 setupDrawTexture(texture); 3471 setupDrawPureColorUniforms(); 3472 setupDrawColorFilterUniforms(); 3473 setupDrawMesh(vertices, texCoords, vbo); 3474 3475 glDrawArrays(drawMode, 0, elementsCount); 3476 3477 finishDrawTexture(); 3478} 3479 3480void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3481 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 3482 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3483 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 3484 3485 setupDraw(); 3486 setupDrawWithTexture(); 3487 setupDrawColor(alpha, alpha, alpha, alpha); 3488 setupDrawColorFilter(); 3489 setupDrawBlending(blend, mode, swapSrcDst); 3490 setupDrawProgram(); 3491 if (!dirty) setupDrawDirtyRegionsDisabled(); 3492 if (!ignoreScale) { 3493 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3494 } else { 3495 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3496 } 3497 setupDrawTexture(texture); 3498 setupDrawPureColorUniforms(); 3499 setupDrawColorFilterUniforms(); 3500 setupDrawMeshIndices(vertices, texCoords, vbo); 3501 3502 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3503 3504 finishDrawTexture(); 3505} 3506 3507void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3508 GLuint texture, bool hasColor, int color, int alpha, SkXfermode::Mode mode, 3509 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3510 bool ignoreTransform, bool ignoreScale, bool dirty) { 3511 3512 setupDraw(); 3513 setupDrawWithTexture(true); 3514 if (hasColor) { 3515 setupDrawAlpha8Color(color, alpha); 3516 } 3517 setupDrawColorFilter(); 3518 setupDrawShader(); 3519 setupDrawBlending(true, mode); 3520 setupDrawProgram(); 3521 if (!dirty) setupDrawDirtyRegionsDisabled(); 3522 if (!ignoreScale) { 3523 setupDrawModelView(left, top, right, bottom, ignoreTransform); 3524 } else { 3525 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 3526 } 3527 setupDrawTexture(texture); 3528 setupDrawPureColorUniforms(); 3529 setupDrawColorFilterUniforms(); 3530 setupDrawShaderUniforms(); 3531 setupDrawMesh(vertices, texCoords); 3532 3533 glDrawArrays(drawMode, 0, elementsCount); 3534 3535 finishDrawTexture(); 3536} 3537 3538void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3539 ProgramDescription& description, bool swapSrcDst) { 3540 if (mCountOverdraw) { 3541 if (!mCaches.blend) glEnable(GL_BLEND); 3542 if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) { 3543 glBlendFunc(GL_ONE, GL_ONE); 3544 } 3545 3546 mCaches.blend = true; 3547 mCaches.lastSrcMode = GL_ONE; 3548 mCaches.lastDstMode = GL_ONE; 3549 3550 return; 3551 } 3552 3553 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3554 3555 if (blend) { 3556 // These blend modes are not supported by OpenGL directly and have 3557 // to be implemented using shaders. Since the shader will perform 3558 // the blending, turn blending off here 3559 // If the blend mode cannot be implemented using shaders, fall 3560 // back to the default SrcOver blend mode instead 3561 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3562 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3563 description.framebufferMode = mode; 3564 description.swapSrcDst = swapSrcDst; 3565 3566 if (mCaches.blend) { 3567 glDisable(GL_BLEND); 3568 mCaches.blend = false; 3569 } 3570 3571 return; 3572 } else { 3573 mode = SkXfermode::kSrcOver_Mode; 3574 } 3575 } 3576 3577 if (!mCaches.blend) { 3578 glEnable(GL_BLEND); 3579 } 3580 3581 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3582 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3583 3584 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3585 glBlendFunc(sourceMode, destMode); 3586 mCaches.lastSrcMode = sourceMode; 3587 mCaches.lastDstMode = destMode; 3588 } 3589 } else if (mCaches.blend) { 3590 glDisable(GL_BLEND); 3591 } 3592 mCaches.blend = blend; 3593} 3594 3595bool OpenGLRenderer::useProgram(Program* program) { 3596 if (!program->isInUse()) { 3597 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3598 program->use(); 3599 mCaches.currentProgram = program; 3600 return false; 3601 } 3602 return true; 3603} 3604 3605void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3606 TextureVertex* v = &mMeshVertices[0]; 3607 TextureVertex::setUV(v++, u1, v1); 3608 TextureVertex::setUV(v++, u2, v1); 3609 TextureVertex::setUV(v++, u1, v2); 3610 TextureVertex::setUV(v++, u2, v2); 3611} 3612 3613void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3614 getAlphaAndModeDirect(paint, alpha, mode); 3615 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3616 // if drawing a layer, ignore the paint's alpha 3617 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3618 } 3619 *alpha *= mSnapshot->alpha; 3620} 3621 3622float OpenGLRenderer::getLayerAlpha(Layer* layer) const { 3623 float alpha; 3624 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3625 alpha = mDrawModifiers.mOverrideLayerAlpha; 3626 } else { 3627 alpha = layer->getAlpha() / 255.0f; 3628 } 3629 return alpha * mSnapshot->alpha; 3630} 3631 3632}; // namespace uirenderer 3633}; // namespace android 3634