OpenGLRenderer.cpp revision c5b5f0556b542a22f01d254e6284f69e9eb23e74
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 <SkColor.h> 25#include <SkShader.h> 26#include <SkTypeface.h> 27 28#include <utils/Log.h> 29#include <utils/StopWatch.h> 30 31#include <private/hwui/DrawGlInfo.h> 32 33#include <ui/Rect.h> 34 35#include "OpenGLRenderer.h" 36#include "DeferredDisplayList.h" 37#include "DisplayListRenderer.h" 38#include "Fence.h" 39#include "RenderState.h" 40#include "PathTessellator.h" 41#include "Properties.h" 42#include "ShadowTessellator.h" 43#include "SkiaShader.h" 44#include "utils/GLUtils.h" 45#include "Vector.h" 46#include "VertexBuffer.h" 47 48#if DEBUG_DETAILED_EVENTS 49 #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__) 50#else 51 #define EVENT_LOGD(...) 52#endif 53 54namespace android { 55namespace uirenderer { 56 57static GLenum getFilter(const SkPaint* paint) { 58 if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) { 59 return GL_LINEAR; 60 } 61 return GL_NEAREST; 62} 63 64/////////////////////////////////////////////////////////////////////////////// 65// Globals 66/////////////////////////////////////////////////////////////////////////////// 67 68/** 69 * Structure mapping Skia xfermodes to OpenGL blending factors. 70 */ 71struct Blender { 72 SkXfermode::Mode mode; 73 GLenum src; 74 GLenum dst; 75}; // struct Blender 76 77// In this array, the index of each Blender equals the value of the first 78// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 79static const Blender gBlends[] = { 80 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 81 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 82 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 83 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 84 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 85 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 86 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 87 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 88 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 89 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 90 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 91 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 92 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 93 { SkXfermode::kModulate_Mode, GL_ZERO, GL_SRC_COLOR }, 94 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 95}; 96 97// This array contains the swapped version of each SkXfermode. For instance 98// this array's SrcOver blending mode is actually DstOver. You can refer to 99// createLayer() for more information on the purpose of this array. 100static const Blender gBlendsSwap[] = { 101 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 102 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 103 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 104 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 105 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 106 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 107 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 108 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 109 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 110 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 111 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 112 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 113 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 114 { SkXfermode::kModulate_Mode, GL_DST_COLOR, GL_ZERO }, 115 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 116}; 117 118/////////////////////////////////////////////////////////////////////////////// 119// Functions 120/////////////////////////////////////////////////////////////////////////////// 121 122template<typename T> 123static inline T min(T a, T b) { 124 return a < b ? a : b; 125} 126 127/////////////////////////////////////////////////////////////////////////////// 128// Constructors/destructor 129/////////////////////////////////////////////////////////////////////////////// 130 131OpenGLRenderer::OpenGLRenderer(RenderState& renderState) 132 : mFrameStarted(false) 133 , mCaches(Caches::getInstance()) 134 , mExtensions(Extensions::getInstance()) 135 , mRenderState(renderState) 136 , mScissorOptimizationDisabled(false) 137 , mSuppressTiling(false) 138 , mFirstFrameAfterResize(true) 139 , mCountOverdraw(false) 140 , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN}) 141 , mLightRadius(FLT_MIN) 142 , mAmbientShadowAlpha(0) 143 , mSpotShadowAlpha(0) { 144 // *set* draw modifiers to be 0 145 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 146 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 147 148 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 149} 150 151OpenGLRenderer::~OpenGLRenderer() { 152 // The context has already been destroyed at this point, do not call 153 // GL APIs. All GL state should be kept in Caches.h 154} 155 156void OpenGLRenderer::initProperties() { 157 char property[PROPERTY_VALUE_MAX]; 158 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 159 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 160 INIT_LOGD(" Scissor optimization %s", 161 mScissorOptimizationDisabled ? "disabled" : "enabled"); 162 } else { 163 INIT_LOGD(" Scissor optimization enabled"); 164 } 165} 166 167void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius, 168 uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) { 169 mLightCenter = lightCenter; 170 mLightRadius = lightRadius; 171 mAmbientShadowAlpha = ambientShadowAlpha; 172 mSpotShadowAlpha = spotShadowAlpha; 173} 174 175/////////////////////////////////////////////////////////////////////////////// 176// Setup 177/////////////////////////////////////////////////////////////////////////////// 178 179void OpenGLRenderer::onViewportInitialized() { 180 glDisable(GL_DITHER); 181 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 182 183 glEnableVertexAttribArray(Program::kBindingPosition); 184 mFirstFrameAfterResize = true; 185} 186 187void OpenGLRenderer::setupFrameState(float left, float top, 188 float right, float bottom, bool opaque) { 189 mCaches.clearGarbage(); 190 initializeSaveStack(left, top, right, bottom, mLightCenter); 191 mOpaque = opaque; 192 mTilingClip.set(left, top, right, bottom); 193} 194 195status_t OpenGLRenderer::startFrame() { 196 if (mFrameStarted) return DrawGlInfo::kStatusDone; 197 mFrameStarted = true; 198 199 mDirtyClip = true; 200 201 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 202 203 mRenderState.setViewport(getWidth(), getHeight()); 204 205 // Functors break the tiling extension in pretty spectacular ways 206 // This ensures we don't use tiling when a functor is going to be 207 // invoked during the frame 208 mSuppressTiling = mCaches.hasRegisteredFunctors() 209 || mFirstFrameAfterResize; 210 mFirstFrameAfterResize = false; 211 212 startTilingCurrentClip(true); 213 214 debugOverdraw(true, true); 215 216 return clear(mTilingClip.left, mTilingClip.top, 217 mTilingClip.right, mTilingClip.bottom, mOpaque); 218} 219 220status_t OpenGLRenderer::prepareDirty(float left, float top, 221 float right, float bottom, bool opaque) { 222 223 setupFrameState(left, top, right, bottom, opaque); 224 225 // Layer renderers will start the frame immediately 226 // The framebuffer renderer will first defer the display list 227 // for each layer and wait until the first drawing command 228 // to start the frame 229 if (currentSnapshot()->fbo == 0) { 230 syncState(); 231 updateLayers(); 232 } else { 233 return startFrame(); 234 } 235 236 return DrawGlInfo::kStatusDone; 237} 238 239void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 240 // If we know that we are going to redraw the entire framebuffer, 241 // perform a discard to let the driver know we don't need to preserve 242 // the back buffer for this frame. 243 if (mExtensions.hasDiscardFramebuffer() && 244 left <= 0.0f && top <= 0.0f && right >= getWidth() && bottom >= getHeight()) { 245 const bool isFbo = getTargetFbo() == 0; 246 const GLenum attachments[] = { 247 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 248 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 249 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 250 } 251} 252 253status_t OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 254 if (!opaque || mCountOverdraw) { 255 mCaches.enableScissor(); 256 mCaches.setScissor(left, getViewportHeight() - bottom, right - left, bottom - top); 257 glClear(GL_COLOR_BUFFER_BIT); 258 return DrawGlInfo::kStatusDrew; 259 } 260 261 mCaches.resetScissor(); 262 return DrawGlInfo::kStatusDone; 263} 264 265void OpenGLRenderer::syncState() { 266 if (mCaches.blend) { 267 glEnable(GL_BLEND); 268 } else { 269 glDisable(GL_BLEND); 270 } 271} 272 273void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) { 274 if (!mSuppressTiling) { 275 const Snapshot* snapshot = currentSnapshot(); 276 277 const Rect* clip = &mTilingClip; 278 if (snapshot->flags & Snapshot::kFlagFboTarget) { 279 clip = &(snapshot->layer->clipRect); 280 } 281 282 startTiling(*clip, getViewportHeight(), opaque, expand); 283 } 284} 285 286void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) { 287 if (!mSuppressTiling) { 288 if(expand) { 289 // Expand the startTiling region by 1 290 int leftNotZero = (clip.left > 0) ? 1 : 0; 291 int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0; 292 293 mCaches.startTiling( 294 clip.left - leftNotZero, 295 windowHeight - clip.bottom - topNotZero, 296 clip.right - clip.left + leftNotZero + 1, 297 clip.bottom - clip.top + topNotZero + 1, 298 opaque); 299 } else { 300 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 301 clip.right - clip.left, clip.bottom - clip.top, opaque); 302 } 303 } 304} 305 306void OpenGLRenderer::endTiling() { 307 if (!mSuppressTiling) mCaches.endTiling(); 308} 309 310void OpenGLRenderer::finish() { 311 renderOverdraw(); 312 endTiling(); 313 314 // When finish() is invoked on FBO 0 we've reached the end 315 // of the current frame 316 if (getTargetFbo() == 0) { 317 mCaches.pathCache.trim(); 318 mCaches.tessellationCache.trim(); 319 } 320 321 if (!suppressErrorChecks()) { 322#if DEBUG_OPENGL 323 GLUtils::dumpGLErrors(); 324#endif 325 326#if DEBUG_MEMORY_USAGE 327 mCaches.dumpMemoryUsage(); 328#else 329 if (mCaches.getDebugLevel() & kDebugMemory) { 330 mCaches.dumpMemoryUsage(); 331 } 332#endif 333 } 334 335 if (mCountOverdraw) { 336 countOverdraw(); 337 } 338 339 mFrameStarted = false; 340} 341 342void OpenGLRenderer::resumeAfterLayer() { 343 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 344 mRenderState.bindFramebuffer(currentSnapshot()->fbo); 345 debugOverdraw(true, false); 346 347 mCaches.resetScissor(); 348 dirtyClip(); 349} 350 351status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 352 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 353 354 Rect clip(*currentClipRect()); 355 clip.snapToPixelBoundaries(); 356 357 // Since we don't know what the functor will draw, let's dirty 358 // the entire clip region 359 if (hasLayer()) { 360 dirtyLayerUnchecked(clip, getRegion()); 361 } 362 363 DrawGlInfo info; 364 info.clipLeft = clip.left; 365 info.clipTop = clip.top; 366 info.clipRight = clip.right; 367 info.clipBottom = clip.bottom; 368 info.isLayer = hasLayer(); 369 info.width = getViewportWidth(); 370 info.height = getViewportHeight(); 371 currentTransform()->copyTo(&info.transform[0]); 372 373 bool prevDirtyClip = mDirtyClip; 374 // setup GL state for functor 375 if (mDirtyClip) { 376 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 377 } 378 if (mCaches.enableScissor() || prevDirtyClip) { 379 setScissorFromClip(); 380 } 381 382 mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info); 383 // Scissor may have been modified, reset dirty clip 384 dirtyClip(); 385 386 return DrawGlInfo::kStatusDrew; 387} 388 389/////////////////////////////////////////////////////////////////////////////// 390// Debug 391/////////////////////////////////////////////////////////////////////////////// 392 393void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const { 394#if DEBUG_DETAILED_EVENTS 395 const int BUFFER_SIZE = 256; 396 va_list ap; 397 char buf[BUFFER_SIZE]; 398 399 va_start(ap, fmt); 400 vsnprintf(buf, BUFFER_SIZE, fmt, ap); 401 va_end(ap); 402 403 eventMark(buf); 404#endif 405} 406 407 408void OpenGLRenderer::eventMark(const char* name) const { 409 mCaches.eventMark(0, name); 410} 411 412void OpenGLRenderer::startMark(const char* name) const { 413 mCaches.startMark(0, name); 414} 415 416void OpenGLRenderer::endMark() const { 417 mCaches.endMark(); 418} 419 420void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 421 mRenderState.debugOverdraw(enable, clear); 422} 423 424void OpenGLRenderer::renderOverdraw() { 425 if (mCaches.debugOverdraw && getTargetFbo() == 0) { 426 const Rect* clip = &mTilingClip; 427 428 mCaches.enableScissor(); 429 mCaches.setScissor(clip->left, firstSnapshot()->getViewportHeight() - clip->bottom, 430 clip->right - clip->left, clip->bottom - clip->top); 431 432 // 1x overdraw 433 mCaches.stencil.enableDebugTest(2); 434 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 435 436 // 2x overdraw 437 mCaches.stencil.enableDebugTest(3); 438 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 439 440 // 3x overdraw 441 mCaches.stencil.enableDebugTest(4); 442 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 443 444 // 4x overdraw and higher 445 mCaches.stencil.enableDebugTest(4, true); 446 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 447 448 mCaches.stencil.disable(); 449 } 450} 451 452void OpenGLRenderer::countOverdraw() { 453 size_t count = getWidth() * getHeight(); 454 uint32_t* buffer = new uint32_t[count]; 455 glReadPixels(0, 0, getWidth(), getHeight(), GL_RGBA, GL_UNSIGNED_BYTE, &buffer[0]); 456 457 size_t total = 0; 458 for (size_t i = 0; i < count; i++) { 459 total += buffer[i] & 0xff; 460 } 461 462 mOverdraw = total / float(count); 463 464 delete[] buffer; 465} 466 467/////////////////////////////////////////////////////////////////////////////// 468// Layers 469/////////////////////////////////////////////////////////////////////////////// 470 471bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 472 if (layer->deferredUpdateScheduled && layer->renderer 473 && layer->renderNode.get() && layer->renderNode->isRenderable()) { 474 ATRACE_CALL(); 475 476 Rect& dirty = layer->dirtyRect; 477 478 if (inFrame) { 479 endTiling(); 480 debugOverdraw(false, false); 481 } 482 483 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 484 layer->render(*this); 485 } else { 486 layer->defer(*this); 487 } 488 489 if (inFrame) { 490 resumeAfterLayer(); 491 startTilingCurrentClip(); 492 } 493 494 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 495 layer->hasDrawnSinceUpdate = false; 496 497 return true; 498 } 499 500 return false; 501} 502 503void OpenGLRenderer::updateLayers() { 504 // If draw deferring is enabled this method will simply defer 505 // the display list of each individual layer. The layers remain 506 // in the layer updates list which will be cleared by flushLayers(). 507 int count = mLayerUpdates.size(); 508 if (count > 0) { 509 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 510 startMark("Layer Updates"); 511 } else { 512 startMark("Defer Layer Updates"); 513 } 514 515 // Note: it is very important to update the layers in order 516 for (int i = 0; i < count; i++) { 517 Layer* layer = mLayerUpdates.itemAt(i); 518 updateLayer(layer, false); 519 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 520 mCaches.resourceCache.decrementRefcount(layer); 521 } 522 } 523 524 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 525 mLayerUpdates.clear(); 526 mRenderState.bindFramebuffer(getTargetFbo()); 527 } 528 endMark(); 529 } 530} 531 532void OpenGLRenderer::flushLayers() { 533 int count = mLayerUpdates.size(); 534 if (count > 0) { 535 startMark("Apply Layer Updates"); 536 char layerName[12]; 537 538 // Note: it is very important to update the layers in order 539 for (int i = 0; i < count; i++) { 540 sprintf(layerName, "Layer #%d", i); 541 startMark(layerName); 542 543 ATRACE_BEGIN("flushLayer"); 544 Layer* layer = mLayerUpdates.itemAt(i); 545 layer->flush(); 546 ATRACE_END(); 547 548 mCaches.resourceCache.decrementRefcount(layer); 549 550 endMark(); 551 } 552 553 mLayerUpdates.clear(); 554 mRenderState.bindFramebuffer(getTargetFbo()); 555 556 endMark(); 557 } 558} 559 560void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 561 if (layer) { 562 // Make sure we don't introduce duplicates. 563 // SortedVector would do this automatically but we need to respect 564 // the insertion order. The linear search is not an issue since 565 // this list is usually very short (typically one item, at most a few) 566 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 567 if (mLayerUpdates.itemAt(i) == layer) { 568 return; 569 } 570 } 571 mLayerUpdates.push_back(layer); 572 mCaches.resourceCache.incrementRefcount(layer); 573 } 574} 575 576void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 577 if (layer) { 578 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 579 if (mLayerUpdates.itemAt(i) == layer) { 580 mLayerUpdates.removeAt(i); 581 mCaches.resourceCache.decrementRefcount(layer); 582 break; 583 } 584 } 585 } 586} 587 588void OpenGLRenderer::clearLayerUpdates() { 589 size_t count = mLayerUpdates.size(); 590 if (count > 0) { 591 mCaches.resourceCache.lock(); 592 for (size_t i = 0; i < count; i++) { 593 mCaches.resourceCache.decrementRefcountLocked(mLayerUpdates.itemAt(i)); 594 } 595 mCaches.resourceCache.unlock(); 596 mLayerUpdates.clear(); 597 } 598} 599 600void OpenGLRenderer::flushLayerUpdates() { 601 ATRACE_CALL(); 602 syncState(); 603 updateLayers(); 604 flushLayers(); 605 // Wait for all the layer updates to be executed 606 AutoFence fence; 607} 608 609void OpenGLRenderer::markLayersAsBuildLayers() { 610 for (size_t i = 0; i < mLayerUpdates.size(); i++) { 611 mLayerUpdates[i]->wasBuildLayered = true; 612 } 613} 614 615/////////////////////////////////////////////////////////////////////////////// 616// State management 617/////////////////////////////////////////////////////////////////////////////// 618 619void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 620 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer; 621 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 622 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 623 624 if (restoreViewport) { 625 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 626 } 627 628 if (restoreClip) { 629 dirtyClip(); 630 } 631 632 if (restoreLayer) { 633 endMark(); // Savelayer 634 startMark("ComposeLayer"); 635 composeLayer(removed, restored); 636 endMark(); 637 } 638} 639 640/////////////////////////////////////////////////////////////////////////////// 641// Layers 642/////////////////////////////////////////////////////////////////////////////// 643 644int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 645 const SkPaint* paint, int flags, const SkPath* convexMask) { 646 // force matrix/clip isolation for layer 647 flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag; 648 649 const int count = saveSnapshot(flags); 650 651 if (!currentSnapshot()->isIgnored()) { 652 createLayer(left, top, right, bottom, paint, flags, convexMask); 653 } 654 655 return count; 656} 657 658void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 659 const Rect untransformedBounds(bounds); 660 661 currentTransform()->mapRect(bounds); 662 663 // Layers only make sense if they are in the framebuffer's bounds 664 if (bounds.intersect(*currentClipRect())) { 665 // We cannot work with sub-pixels in this case 666 bounds.snapToPixelBoundaries(); 667 668 // When the layer is not an FBO, we may use glCopyTexImage so we 669 // need to make sure the layer does not extend outside the bounds 670 // of the framebuffer 671 const Snapshot& previous = *(currentSnapshot()->previous); 672 Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight()); 673 if (!bounds.intersect(previousViewport)) { 674 bounds.setEmpty(); 675 } else if (fboLayer) { 676 clip.set(bounds); 677 mat4 inverse; 678 inverse.loadInverse(*currentTransform()); 679 inverse.mapRect(clip); 680 clip.snapToPixelBoundaries(); 681 if (clip.intersect(untransformedBounds)) { 682 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 683 bounds.set(untransformedBounds); 684 } else { 685 clip.setEmpty(); 686 } 687 } 688 } else { 689 bounds.setEmpty(); 690 } 691} 692 693void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 694 bool fboLayer, int alpha) { 695 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 696 bounds.getHeight() > mCaches.maxTextureSize || 697 (fboLayer && clip.isEmpty())) { 698 mSnapshot->empty = fboLayer; 699 } else { 700 mSnapshot->invisible = mSnapshot->invisible || (alpha <= 0 && fboLayer); 701 } 702} 703 704int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 705 const SkPaint* paint, int flags) { 706 const int count = saveSnapshot(flags); 707 708 if (!currentSnapshot()->isIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 709 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 710 // operations will be able to store and restore the current clip and transform info, and 711 // quick rejection will be correct (for display lists) 712 713 Rect bounds(left, top, right, bottom); 714 Rect clip; 715 calculateLayerBoundsAndClip(bounds, clip, true); 716 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint)); 717 718 if (!currentSnapshot()->isIgnored()) { 719 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 720 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 721 mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight()); 722 mSnapshot->roundRectClipState = NULL; 723 } 724 } 725 726 return count; 727} 728 729/** 730 * Layers are viewed by Skia are slightly different than layers in image editing 731 * programs (for instance.) When a layer is created, previously created layers 732 * and the frame buffer still receive every drawing command. For instance, if a 733 * layer is created and a shape intersecting the bounds of the layers and the 734 * framebuffer is draw, the shape will be drawn on both (unless the layer was 735 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 736 * 737 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 738 * texture. Unfortunately, this is inefficient as it requires every primitive to 739 * be drawn n + 1 times, where n is the number of active layers. In practice this 740 * means, for every primitive: 741 * - Switch active frame buffer 742 * - Change viewport, clip and projection matrix 743 * - Issue the drawing 744 * 745 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 746 * To avoid this, layers are implemented in a different way here, at least in the 747 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 748 * is set. When this flag is set we can redirect all drawing operations into a 749 * single FBO. 750 * 751 * This implementation relies on the frame buffer being at least RGBA 8888. When 752 * a layer is created, only a texture is created, not an FBO. The content of the 753 * frame buffer contained within the layer's bounds is copied into this texture 754 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 755 * buffer and drawing continues as normal. This technique therefore treats the 756 * frame buffer as a scratch buffer for the layers. 757 * 758 * To compose the layers back onto the frame buffer, each layer texture 759 * (containing the original frame buffer data) is drawn as a simple quad over 760 * the frame buffer. The trick is that the quad is set as the composition 761 * destination in the blending equation, and the frame buffer becomes the source 762 * of the composition. 763 * 764 * Drawing layers with an alpha value requires an extra step before composition. 765 * An empty quad is drawn over the layer's region in the frame buffer. This quad 766 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 767 * quad is used to multiply the colors in the frame buffer. This is achieved by 768 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 769 * GL_ZERO, GL_SRC_ALPHA. 770 * 771 * Because glCopyTexImage2D() can be slow, an alternative implementation might 772 * be use to draw a single clipped layer. The implementation described above 773 * is correct in every case. 774 * 775 * (1) The frame buffer is actually not cleared right away. To allow the GPU 776 * to potentially optimize series of calls to glCopyTexImage2D, the frame 777 * buffer is left untouched until the first drawing operation. Only when 778 * something actually gets drawn are the layers regions cleared. 779 */ 780bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 781 const SkPaint* paint, int flags, const SkPath* convexMask) { 782 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 783 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 784 785 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 786 787 // Window coordinates of the layer 788 Rect clip; 789 Rect bounds(left, top, right, bottom); 790 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 791 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint)); 792 793 // Bail out if we won't draw in this snapshot 794 if (currentSnapshot()->isIgnored()) { 795 return false; 796 } 797 798 mCaches.activeTexture(0); 799 Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight()); 800 if (!layer) { 801 return false; 802 } 803 804 layer->setPaint(paint); 805 layer->layer.set(bounds); 806 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 807 bounds.getWidth() / float(layer->getWidth()), 0.0f); 808 809 layer->setBlend(true); 810 layer->setDirty(false); 811 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 812 813 // Save the layer in the snapshot 814 mSnapshot->flags |= Snapshot::kFlagIsLayer; 815 mSnapshot->layer = layer; 816 817 startMark("SaveLayer"); 818 if (fboLayer) { 819 return createFboLayer(layer, bounds, clip); 820 } else { 821 // Copy the framebuffer into the layer 822 layer->bindTexture(); 823 if (!bounds.isEmpty()) { 824 if (layer->isEmpty()) { 825 // Workaround for some GL drivers. When reading pixels lying outside 826 // of the window we should get undefined values for those pixels. 827 // Unfortunately some drivers will turn the entire target texture black 828 // when reading outside of the window. 829 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 830 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); 831 layer->setEmpty(false); 832 } 833 834 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 835 bounds.left, getViewportHeight() - bounds.bottom, 836 bounds.getWidth(), bounds.getHeight()); 837 838 // Enqueue the buffer coordinates to clear the corresponding region later 839 mLayers.push(new Rect(bounds)); 840 } 841 } 842 843 return true; 844} 845 846bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 847 layer->clipRect.set(clip); 848 layer->setFbo(mCaches.fboCache.get()); 849 850 mSnapshot->region = &mSnapshot->layer->region; 851 mSnapshot->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer; 852 mSnapshot->fbo = layer->getFbo(); 853 mSnapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 854 mSnapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 855 mSnapshot->initializeViewport(bounds.getWidth(), bounds.getHeight()); 856 mSnapshot->roundRectClipState = NULL; 857 858 endTiling(); 859 debugOverdraw(false, false); 860 // Bind texture to FBO 861 mRenderState.bindFramebuffer(layer->getFbo()); 862 layer->bindTexture(); 863 864 // Initialize the texture if needed 865 if (layer->isEmpty()) { 866 layer->allocateTexture(); 867 layer->setEmpty(false); 868 } 869 870 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 871 layer->getTexture(), 0); 872 873 // Expand the startTiling region by 1 874 startTilingCurrentClip(true, true); 875 876 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 877 mCaches.enableScissor(); 878 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 879 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 880 glClear(GL_COLOR_BUFFER_BIT); 881 882 dirtyClip(); 883 884 // Change the ortho projection 885 mRenderState.setViewport(bounds.getWidth(), bounds.getHeight()); 886 return true; 887} 888 889/** 890 * Read the documentation of createLayer() before doing anything in this method. 891 */ 892void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 893 if (!removed.layer) { 894 ALOGE("Attempting to compose a layer that does not exist"); 895 return; 896 } 897 898 Layer* layer = removed.layer; 899 const Rect& rect = layer->layer; 900 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 901 902 bool clipRequired = false; 903 calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 904 &clipRequired, NULL, false); // safely ignore return, should never be rejected 905 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 906 907 if (fboLayer) { 908 endTiling(); 909 910 // Detach the texture from the FBO 911 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 912 913 layer->removeFbo(false); 914 915 // Unbind current FBO and restore previous one 916 mRenderState.bindFramebuffer(restored.fbo); 917 debugOverdraw(true, false); 918 919 startTilingCurrentClip(); 920 } 921 922 if (!fboLayer && layer->getAlpha() < 255) { 923 SkPaint layerPaint; 924 layerPaint.setAlpha(layer->getAlpha()); 925 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 926 layerPaint.setColorFilter(layer->getColorFilter()); 927 928 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 929 // Required below, composeLayerRect() will divide by 255 930 layer->setAlpha(255); 931 } 932 933 mCaches.unbindMeshBuffer(); 934 935 mCaches.activeTexture(0); 936 937 // When the layer is stored in an FBO, we can save a bit of fillrate by 938 // drawing only the dirty region 939 if (fboLayer) { 940 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 941 composeLayerRegion(layer, rect); 942 } else if (!rect.isEmpty()) { 943 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 944 945 save(0); 946 // the layer contains screen buffer content that shouldn't be alpha modulated 947 // (and any necessary alpha modulation was handled drawing into the layer) 948 mSnapshot->alpha = 1.0f; 949 composeLayerRect(layer, rect, true); 950 restore(); 951 } 952 953 dirtyClip(); 954 955 // Failing to add the layer to the cache should happen only if the layer is too large 956 layer->setConvexMask(NULL); 957 if (!mCaches.layerCache.put(layer)) { 958 LAYER_LOGD("Deleting layer"); 959 Caches::getInstance().resourceCache.decrementRefcount(layer); 960 } 961} 962 963void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 964 float alpha = getLayerAlpha(layer); 965 966 setupDraw(); 967 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 968 setupDrawWithTexture(); 969 } else { 970 setupDrawWithExternalTexture(); 971 } 972 setupDrawTextureTransform(); 973 setupDrawColor(alpha, alpha, alpha, alpha); 974 setupDrawColorFilter(layer->getColorFilter()); 975 setupDrawBlending(layer); 976 setupDrawProgram(); 977 setupDrawPureColorUniforms(); 978 setupDrawColorFilterUniforms(layer->getColorFilter()); 979 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 980 setupDrawTexture(layer->getTexture()); 981 } else { 982 setupDrawExternalTexture(layer->getTexture()); 983 } 984 if (currentTransform()->isPureTranslate() && 985 !layer->getForceFilter() && 986 layer->getWidth() == (uint32_t) rect.getWidth() && 987 layer->getHeight() == (uint32_t) rect.getHeight()) { 988 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 989 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 990 991 layer->setFilter(GL_NEAREST); 992 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 993 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 994 } else { 995 layer->setFilter(GL_LINEAR); 996 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 997 rect.left, rect.top, rect.right, rect.bottom); 998 } 999 setupDrawTextureTransformUniforms(layer->getTexTransform()); 1000 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u); 1001 1002 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1003} 1004 1005void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 1006 if (layer->isTextureLayer()) { 1007 EVENT_LOGD("composeTextureLayerRect"); 1008 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 1009 drawTextureLayer(layer, rect); 1010 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1011 } else { 1012 EVENT_LOGD("composeHardwareLayerRect"); 1013 const Rect& texCoords = layer->texCoords; 1014 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 1015 texCoords.right, texCoords.bottom); 1016 1017 float x = rect.left; 1018 float y = rect.top; 1019 bool simpleTransform = currentTransform()->isPureTranslate() && 1020 layer->getWidth() == (uint32_t) rect.getWidth() && 1021 layer->getHeight() == (uint32_t) rect.getHeight(); 1022 1023 if (simpleTransform) { 1024 // When we're swapping, the layer is already in screen coordinates 1025 if (!swap) { 1026 x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1027 y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1028 } 1029 1030 layer->setFilter(GL_NEAREST, true); 1031 } else { 1032 layer->setFilter(GL_LINEAR, true); 1033 } 1034 1035 SkPaint layerPaint; 1036 layerPaint.setAlpha(getLayerAlpha(layer) * 255); 1037 layerPaint.setXfermodeMode(layer->getMode()); 1038 layerPaint.setColorFilter(layer->getColorFilter()); 1039 1040 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f; 1041 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 1042 layer->getTexture(), &layerPaint, blend, 1043 &mMeshVertices[0].x, &mMeshVertices[0].u, 1044 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 1045 1046 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1047 } 1048} 1049 1050/** 1051 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 1052 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 1053 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 1054 * by saveLayer's restore 1055 */ 1056#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 1057 DRAW_COMMAND; \ 1058 if (CC_UNLIKELY(mCaches.debugOverdraw && getTargetFbo() == 0 && COND)) { \ 1059 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 1060 DRAW_COMMAND; \ 1061 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 1062 } \ 1063 } 1064 1065#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 1066 1067// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to 1068// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque. 1069class LayerShader : public SkShader { 1070public: 1071 LayerShader(Layer* layer, const SkMatrix* localMatrix) 1072 : INHERITED(localMatrix) 1073 , mLayer(layer) { 1074 } 1075 1076 virtual bool asACustomShader(void** data) const { 1077 if (data) { 1078 *data = static_cast<void*>(mLayer); 1079 } 1080 return true; 1081 } 1082 1083 virtual bool isOpaque() const { 1084 return !mLayer->isBlend(); 1085 } 1086 1087protected: 1088 virtual void shadeSpan(int x, int y, SkPMColor[], int count) { 1089 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend."); 1090 } 1091 1092 virtual void flatten(SkWriteBuffer&) const { 1093 LOG_ALWAYS_FATAL("LayerShader should never be flattened."); 1094 } 1095 1096 virtual Factory getFactory() const { 1097 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream."); 1098 return NULL; 1099 } 1100private: 1101 // Unowned. 1102 Layer* mLayer; 1103 typedef SkShader INHERITED; 1104}; 1105 1106void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1107 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 1108 1109 if (layer->getConvexMask()) { 1110 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag); 1111 1112 // clip to the area of the layer the mask can be larger 1113 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 1114 1115 SkPaint paint; 1116 paint.setAntiAlias(true); 1117 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 1118 1119 // create LayerShader to map SaveLayer content into subsequent draw 1120 SkMatrix shaderMatrix; 1121 shaderMatrix.setTranslate(rect.left, rect.bottom); 1122 shaderMatrix.preScale(1, -1); 1123 LayerShader layerShader(layer, &shaderMatrix); 1124 paint.setShader(&layerShader); 1125 1126 // Since the drawing primitive is defined in local drawing space, 1127 // we don't need to modify the draw matrix 1128 const SkPath* maskPath = layer->getConvexMask(); 1129 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 1130 1131 paint.setShader(NULL); 1132 restore(); 1133 1134 return; 1135 } 1136 1137 if (layer->region.isRect()) { 1138 layer->setRegionAsRect(); 1139 1140 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1141 1142 layer->region.clear(); 1143 return; 1144 } 1145 1146 EVENT_LOGD("composeLayerRegion"); 1147 // standard Region based draw 1148 size_t count; 1149 const android::Rect* rects; 1150 Region safeRegion; 1151 if (CC_LIKELY(hasRectToRectTransform())) { 1152 rects = layer->region.getArray(&count); 1153 } else { 1154 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1155 rects = safeRegion.getArray(&count); 1156 } 1157 1158 const float alpha = getLayerAlpha(layer); 1159 const float texX = 1.0f / float(layer->getWidth()); 1160 const float texY = 1.0f / float(layer->getHeight()); 1161 const float height = rect.getHeight(); 1162 1163 setupDraw(); 1164 1165 // We must get (and therefore bind) the region mesh buffer 1166 // after we setup drawing in case we need to mess with the 1167 // stencil buffer in setupDraw() 1168 TextureVertex* mesh = mCaches.getRegionMesh(); 1169 uint32_t numQuads = 0; 1170 1171 setupDrawWithTexture(); 1172 setupDrawColor(alpha, alpha, alpha, alpha); 1173 setupDrawColorFilter(layer->getColorFilter()); 1174 setupDrawBlending(layer); 1175 setupDrawProgram(); 1176 setupDrawDirtyRegionsDisabled(); 1177 setupDrawPureColorUniforms(); 1178 setupDrawColorFilterUniforms(layer->getColorFilter()); 1179 setupDrawTexture(layer->getTexture()); 1180 if (currentTransform()->isPureTranslate()) { 1181 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1182 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1183 1184 layer->setFilter(GL_NEAREST); 1185 setupDrawModelView(kModelViewMode_Translate, false, 1186 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1187 } else { 1188 layer->setFilter(GL_LINEAR); 1189 setupDrawModelView(kModelViewMode_Translate, false, 1190 rect.left, rect.top, rect.right, rect.bottom); 1191 } 1192 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 1193 1194 for (size_t i = 0; i < count; i++) { 1195 const android::Rect* r = &rects[i]; 1196 1197 const float u1 = r->left * texX; 1198 const float v1 = (height - r->top) * texY; 1199 const float u2 = r->right * texX; 1200 const float v2 = (height - r->bottom) * texY; 1201 1202 // TODO: Reject quads outside of the clip 1203 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1204 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1205 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1206 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1207 1208 numQuads++; 1209 1210 if (numQuads >= gMaxNumberOfQuads) { 1211 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1212 GL_UNSIGNED_SHORT, NULL)); 1213 numQuads = 0; 1214 mesh = mCaches.getRegionMesh(); 1215 } 1216 } 1217 1218 if (numQuads > 0) { 1219 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1220 GL_UNSIGNED_SHORT, NULL)); 1221 } 1222 1223#if DEBUG_LAYERS_AS_REGIONS 1224 drawRegionRectsDebug(layer->region); 1225#endif 1226 1227 layer->region.clear(); 1228} 1229 1230#if DEBUG_LAYERS_AS_REGIONS 1231void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 1232 size_t count; 1233 const android::Rect* rects = region.getArray(&count); 1234 1235 uint32_t colors[] = { 1236 0x7fff0000, 0x7f00ff00, 1237 0x7f0000ff, 0x7fff00ff, 1238 }; 1239 1240 int offset = 0; 1241 int32_t top = rects[0].top; 1242 1243 for (size_t i = 0; i < count; i++) { 1244 if (top != rects[i].top) { 1245 offset ^= 0x2; 1246 top = rects[i].top; 1247 } 1248 1249 SkPaint paint; 1250 paint.setColor(colors[offset + (i & 0x1)]); 1251 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1252 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1253 } 1254} 1255#endif 1256 1257void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1258 Vector<float> rects; 1259 1260 SkRegion::Iterator it(region); 1261 while (!it.done()) { 1262 const SkIRect& r = it.rect(); 1263 rects.push(r.fLeft); 1264 rects.push(r.fTop); 1265 rects.push(r.fRight); 1266 rects.push(r.fBottom); 1267 it.next(); 1268 } 1269 1270 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1271} 1272 1273void OpenGLRenderer::dirtyLayer(const float left, const float top, 1274 const float right, const float bottom, const mat4 transform) { 1275 if (hasLayer()) { 1276 Rect bounds(left, top, right, bottom); 1277 transform.mapRect(bounds); 1278 dirtyLayerUnchecked(bounds, getRegion()); 1279 } 1280} 1281 1282void OpenGLRenderer::dirtyLayer(const float left, const float top, 1283 const float right, const float bottom) { 1284 if (hasLayer()) { 1285 Rect bounds(left, top, right, bottom); 1286 dirtyLayerUnchecked(bounds, getRegion()); 1287 } 1288} 1289 1290void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1291 if (bounds.intersect(*currentClipRect())) { 1292 bounds.snapToPixelBoundaries(); 1293 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1294 if (!dirty.isEmpty()) { 1295 region->orSelf(dirty); 1296 } 1297 } 1298} 1299 1300void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) { 1301 GLsizei elementsCount = quadsCount * 6; 1302 while (elementsCount > 0) { 1303 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 1304 1305 setupDrawIndexedVertices(&mesh[0].x); 1306 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL); 1307 1308 elementsCount -= drawCount; 1309 // Though there are 4 vertices in a quad, we use 6 indices per 1310 // quad to draw with GL_TRIANGLES 1311 mesh += (drawCount / 6) * 4; 1312 } 1313} 1314 1315void OpenGLRenderer::clearLayerRegions() { 1316 const size_t count = mLayers.size(); 1317 if (count == 0) return; 1318 1319 if (!currentSnapshot()->isIgnored()) { 1320 EVENT_LOGD("clearLayerRegions"); 1321 // Doing several glScissor/glClear here can negatively impact 1322 // GPUs with a tiler architecture, instead we draw quads with 1323 // the Clear blending mode 1324 1325 // The list contains bounds that have already been clipped 1326 // against their initial clip rect, and the current clip 1327 // is likely different so we need to disable clipping here 1328 bool scissorChanged = mCaches.disableScissor(); 1329 1330 Vertex mesh[count * 4]; 1331 Vertex* vertex = mesh; 1332 1333 for (uint32_t i = 0; i < count; i++) { 1334 Rect* bounds = mLayers.itemAt(i); 1335 1336 Vertex::set(vertex++, bounds->left, bounds->top); 1337 Vertex::set(vertex++, bounds->right, bounds->top); 1338 Vertex::set(vertex++, bounds->left, bounds->bottom); 1339 Vertex::set(vertex++, bounds->right, bounds->bottom); 1340 1341 delete bounds; 1342 } 1343 // We must clear the list of dirty rects before we 1344 // call setupDraw() to prevent stencil setup to do 1345 // the same thing again 1346 mLayers.clear(); 1347 1348 SkPaint clearPaint; 1349 clearPaint.setXfermodeMode(SkXfermode::kClear_Mode); 1350 1351 setupDraw(false); 1352 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1353 setupDrawBlending(&clearPaint, true); 1354 setupDrawProgram(); 1355 setupDrawPureColorUniforms(); 1356 setupDrawModelView(kModelViewMode_Translate, false, 1357 0.0f, 0.0f, 0.0f, 0.0f, true); 1358 1359 issueIndexedQuadDraw(&mesh[0], count); 1360 1361 if (scissorChanged) mCaches.enableScissor(); 1362 } else { 1363 for (uint32_t i = 0; i < count; i++) { 1364 delete mLayers.itemAt(i); 1365 } 1366 mLayers.clear(); 1367 } 1368} 1369 1370/////////////////////////////////////////////////////////////////////////////// 1371// State Deferral 1372/////////////////////////////////////////////////////////////////////////////// 1373 1374bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1375 const Rect* currentClip = currentClipRect(); 1376 const mat4* currentMatrix = currentTransform(); 1377 1378 if (stateDeferFlags & kStateDeferFlag_Draw) { 1379 // state has bounds initialized in local coordinates 1380 if (!state.mBounds.isEmpty()) { 1381 currentMatrix->mapRect(state.mBounds); 1382 Rect clippedBounds(state.mBounds); 1383 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1384 // is used, it should more closely duplicate the quickReject logic (in how it uses 1385 // snapToPixelBoundaries) 1386 1387 if(!clippedBounds.intersect(*currentClip)) { 1388 // quick rejected 1389 return true; 1390 } 1391 1392 state.mClipSideFlags = kClipSide_None; 1393 if (!currentClip->contains(state.mBounds)) { 1394 int& flags = state.mClipSideFlags; 1395 // op partially clipped, so record which sides are clipped for clip-aware merging 1396 if (currentClip->left > state.mBounds.left) flags |= kClipSide_Left; 1397 if (currentClip->top > state.mBounds.top) flags |= kClipSide_Top; 1398 if (currentClip->right < state.mBounds.right) flags |= kClipSide_Right; 1399 if (currentClip->bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1400 } 1401 state.mBounds.set(clippedBounds); 1402 } else { 1403 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1404 // overdraw avoidance (since we don't know what it overlaps) 1405 state.mClipSideFlags = kClipSide_ConservativeFull; 1406 state.mBounds.set(*currentClip); 1407 } 1408 } 1409 1410 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1411 if (state.mClipValid) { 1412 state.mClip.set(*currentClip); 1413 } 1414 1415 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1416 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1417 state.mMatrix.load(*currentMatrix); 1418 state.mDrawModifiers = mDrawModifiers; 1419 state.mAlpha = currentSnapshot()->alpha; 1420 1421 // always store/restore, since it's just a pointer 1422 state.mRoundRectClipState = currentSnapshot()->roundRectClipState; 1423 return false; 1424} 1425 1426void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1427 setMatrix(state.mMatrix); 1428 mSnapshot->alpha = state.mAlpha; 1429 mDrawModifiers = state.mDrawModifiers; 1430 mSnapshot->roundRectClipState = state.mRoundRectClipState; 1431 1432 if (state.mClipValid && !skipClipRestore) { 1433 mSnapshot->setClip(state.mClip.left, state.mClip.top, 1434 state.mClip.right, state.mClip.bottom); 1435 dirtyClip(); 1436 } 1437} 1438 1439/** 1440 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1441 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1442 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1443 * 1444 * This method should be called when restoreDisplayState() won't be restoring the clip 1445 */ 1446void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1447 if (clipRect != NULL) { 1448 mSnapshot->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1449 } else { 1450 mSnapshot->setClip(0, 0, getWidth(), getHeight()); 1451 } 1452 dirtyClip(); 1453 mCaches.setScissorEnabled(clipRect != NULL || mScissorOptimizationDisabled); 1454} 1455 1456/////////////////////////////////////////////////////////////////////////////// 1457// Clipping 1458/////////////////////////////////////////////////////////////////////////////// 1459 1460void OpenGLRenderer::setScissorFromClip() { 1461 Rect clip(*currentClipRect()); 1462 clip.snapToPixelBoundaries(); 1463 1464 if (mCaches.setScissor(clip.left, getViewportHeight() - clip.bottom, 1465 clip.getWidth(), clip.getHeight())) { 1466 mDirtyClip = false; 1467 } 1468} 1469 1470void OpenGLRenderer::ensureStencilBuffer() { 1471 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1472 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1473 // just hope we have one when hasLayer() returns false. 1474 if (hasLayer()) { 1475 attachStencilBufferToLayer(currentSnapshot()->layer); 1476 } 1477} 1478 1479void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1480 // The layer's FBO is already bound when we reach this stage 1481 if (!layer->getStencilRenderBuffer()) { 1482 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1483 // is attached after we initiated tiling. We must turn it off, 1484 // attach the new render buffer then turn tiling back on 1485 endTiling(); 1486 1487 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1488 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1489 layer->setStencilRenderBuffer(buffer); 1490 1491 startTiling(layer->clipRect, layer->layer.getHeight()); 1492 } 1493} 1494 1495void OpenGLRenderer::setStencilFromClip() { 1496 if (!mCaches.debugOverdraw) { 1497 if (!currentSnapshot()->clipRegion->isEmpty()) { 1498 EVENT_LOGD("setStencilFromClip - enabling"); 1499 1500 // NOTE: The order here is important, we must set dirtyClip to false 1501 // before any draw call to avoid calling back into this method 1502 mDirtyClip = false; 1503 1504 ensureStencilBuffer(); 1505 1506 mCaches.stencil.enableWrite(); 1507 1508 // Clear and update the stencil, but first make sure we restrict drawing 1509 // to the region's bounds 1510 bool resetScissor = mCaches.enableScissor(); 1511 if (resetScissor) { 1512 // The scissor was not set so we now need to update it 1513 setScissorFromClip(); 1514 } 1515 mCaches.stencil.clear(); 1516 1517 // stash and disable the outline clip state, since stencil doesn't account for outline 1518 bool storedSkipOutlineClip = mSkipOutlineClip; 1519 mSkipOutlineClip = true; 1520 1521 SkPaint paint; 1522 paint.setColor(SK_ColorBLACK); 1523 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1524 1525 // NOTE: We could use the region contour path to generate a smaller mesh 1526 // Since we are using the stencil we could use the red book path 1527 // drawing technique. It might increase bandwidth usage though. 1528 1529 // The last parameter is important: we are not drawing in the color buffer 1530 // so we don't want to dirty the current layer, if any 1531 drawRegionRects(*(currentSnapshot()->clipRegion), paint, false); 1532 if (resetScissor) mCaches.disableScissor(); 1533 mSkipOutlineClip = storedSkipOutlineClip; 1534 1535 mCaches.stencil.enableTest(); 1536 1537 // Draw the region used to generate the stencil if the appropriate debug 1538 // mode is enabled 1539 if (mCaches.debugStencilClip == Caches::kStencilShowRegion) { 1540 paint.setColor(0x7f0000ff); 1541 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1542 drawRegionRects(*(currentSnapshot()->clipRegion), paint); 1543 } 1544 } else { 1545 EVENT_LOGD("setStencilFromClip - disabling"); 1546 mCaches.stencil.disable(); 1547 } 1548 } 1549} 1550 1551/** 1552 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1553 * 1554 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1555 * style, and tessellated AA ramp 1556 */ 1557bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1558 const SkPaint* paint) { 1559 bool snapOut = paint && paint->isAntiAlias(); 1560 1561 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1562 float outset = paint->getStrokeWidth() * 0.5f; 1563 left -= outset; 1564 top -= outset; 1565 right += outset; 1566 bottom += outset; 1567 } 1568 1569 bool clipRequired = false; 1570 bool roundRectClipRequired = false; 1571 if (calculateQuickRejectForScissor(left, top, right, bottom, 1572 &clipRequired, &roundRectClipRequired, snapOut)) { 1573 return true; 1574 } 1575 1576 // not quick rejected, so enable the scissor if clipRequired 1577 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 1578 mSkipOutlineClip = !roundRectClipRequired; 1579 return false; 1580} 1581 1582void OpenGLRenderer::debugClip() { 1583#if DEBUG_CLIP_REGIONS 1584 if (!currentSnapshot()->clipRegion->isEmpty()) { 1585 SkPaint paint; 1586 paint.setColor(0x7f00ff00); 1587 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1588 1589 } 1590#endif 1591} 1592 1593/////////////////////////////////////////////////////////////////////////////// 1594// Drawing commands 1595/////////////////////////////////////////////////////////////////////////////// 1596 1597void OpenGLRenderer::setupDraw(bool clearLayer) { 1598 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1599 // changes the scissor test state 1600 if (clearLayer) clearLayerRegions(); 1601 // Make sure setScissor & setStencil happen at the beginning of 1602 // this method 1603 if (mDirtyClip) { 1604 if (mCaches.scissorEnabled) { 1605 setScissorFromClip(); 1606 } 1607 1608 if (clearLayer) { 1609 setStencilFromClip(); 1610 } else { 1611 // While clearing layer, force disable stencil buffer, since 1612 // it's invalid to stencil-clip *during* the layer clear 1613 mCaches.stencil.disable(); 1614 } 1615 } 1616 1617 mDescription.reset(); 1618 1619 mSetShaderColor = false; 1620 mColorSet = false; 1621 mColorA = mColorR = mColorG = mColorB = 0.0f; 1622 mTextureUnit = 0; 1623 mTrackDirtyRegions = true; 1624 1625 // Enable debug highlight when what we're about to draw is tested against 1626 // the stencil buffer and if stencil highlight debugging is on 1627 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1628 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1629 mCaches.stencil.isTestEnabled(); 1630 1631 mDescription.emulateStencil = mCountOverdraw; 1632} 1633 1634void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1635 mDescription.hasTexture = true; 1636 mDescription.hasAlpha8Texture = isAlpha8; 1637} 1638 1639void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1640 mDescription.hasTexture = true; 1641 mDescription.hasColors = true; 1642 mDescription.hasAlpha8Texture = isAlpha8; 1643} 1644 1645void OpenGLRenderer::setupDrawWithExternalTexture() { 1646 mDescription.hasExternalTexture = true; 1647} 1648 1649void OpenGLRenderer::setupDrawNoTexture() { 1650 mCaches.disableTexCoordsVertexArray(); 1651} 1652 1653void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) { 1654 mDescription.hasVertexAlpha = true; 1655 mDescription.useShadowAlphaInterp = useShadowAlphaInterp; 1656} 1657 1658void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1659 mColorA = alpha / 255.0f; 1660 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1661 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1662 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1663 mColorSet = true; 1664 mSetShaderColor = mDescription.setColorModulate(mColorA); 1665} 1666 1667void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1668 mColorA = alpha / 255.0f; 1669 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1670 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1671 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1672 mColorSet = true; 1673 mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA); 1674} 1675 1676void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1677 mCaches.fontRenderer->describe(mDescription, paint); 1678} 1679 1680void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1681 mColorA = a; 1682 mColorR = r; 1683 mColorG = g; 1684 mColorB = b; 1685 mColorSet = true; 1686 mSetShaderColor = mDescription.setColorModulate(a); 1687} 1688 1689void OpenGLRenderer::setupDrawShader(const SkShader* shader) { 1690 if (shader != NULL) { 1691 SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader); 1692 } 1693} 1694 1695void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) { 1696 if (filter == NULL) { 1697 return; 1698 } 1699 1700 SkXfermode::Mode mode; 1701 if (filter->asColorMode(NULL, &mode)) { 1702 mDescription.colorOp = ProgramDescription::kColorBlend; 1703 mDescription.colorMode = mode; 1704 } else if (filter->asColorMatrix(NULL)) { 1705 mDescription.colorOp = ProgramDescription::kColorMatrix; 1706 } 1707} 1708 1709void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1710 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1711 mColorA = 1.0f; 1712 mColorR = mColorG = mColorB = 0.0f; 1713 mSetShaderColor = mDescription.modulate = true; 1714 } 1715} 1716 1717void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) { 1718 SkXfermode::Mode mode = layer->getMode(); 1719 // When the blending mode is kClear_Mode, we need to use a modulate color 1720 // argb=1,0,0,0 1721 accountForClear(mode); 1722 // TODO: check shader blending, once we have shader drawing support for layers. 1723 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f || 1724 (mColorSet && mColorA < 1.0f) || isBlendedColorFilter(layer->getColorFilter()); 1725 chooseBlending(blend, mode, mDescription, swapSrcDst); 1726} 1727 1728void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) { 1729 SkXfermode::Mode mode = getXfermodeDirect(paint); 1730 // When the blending mode is kClear_Mode, we need to use a modulate color 1731 // argb=1,0,0,0 1732 accountForClear(mode); 1733 blend |= (mColorSet && mColorA < 1.0f) || 1734 (getShader(paint) && !getShader(paint)->isOpaque()) || 1735 isBlendedColorFilter(getColorFilter(paint)); 1736 chooseBlending(blend, mode, mDescription, swapSrcDst); 1737} 1738 1739void OpenGLRenderer::setupDrawProgram() { 1740 useProgram(mCaches.programCache.get(mDescription)); 1741 if (mDescription.hasRoundRectClip) { 1742 // TODO: avoid doing this repeatedly, stashing state pointer in program 1743 const RoundRectClipState* state = mSnapshot->roundRectClipState; 1744 const Rect& innerRect = state->innerRect; 1745 glUniform4f(mCaches.currentProgram->getUniform("roundRectInnerRectLTRB"), 1746 innerRect.left, innerRect.top, 1747 innerRect.right, innerRect.bottom); 1748 glUniformMatrix4fv(mCaches.currentProgram->getUniform("roundRectInvTransform"), 1749 1, GL_FALSE, &state->matrix.data[0]); 1750 1751 // add half pixel to round out integer rect space to cover pixel centers 1752 float roundedOutRadius = state->radius + 0.5f; 1753 glUniform1f(mCaches.currentProgram->getUniform("roundRectRadius"), 1754 roundedOutRadius); 1755 } 1756} 1757 1758void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1759 mTrackDirtyRegions = false; 1760} 1761 1762void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset, 1763 float left, float top, float right, float bottom, bool ignoreTransform) { 1764 mModelViewMatrix.loadTranslate(left, top, 0.0f); 1765 if (mode == kModelViewMode_TranslateAndScale) { 1766 mModelViewMatrix.scale(right - left, bottom - top, 1.0f); 1767 } 1768 1769 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1770 const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform(); 1771 mCaches.currentProgram->set(mSnapshot->getOrthoMatrix(), mModelViewMatrix, transformMatrix, offset); 1772 if (dirty && mTrackDirtyRegions) { 1773 if (!ignoreTransform) { 1774 dirtyLayer(left, top, right, bottom, *currentTransform()); 1775 } else { 1776 dirtyLayer(left, top, right, bottom); 1777 } 1778 } 1779} 1780 1781void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) { 1782 if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) { 1783 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1784 } 1785} 1786 1787void OpenGLRenderer::setupDrawPureColorUniforms() { 1788 if (mSetShaderColor) { 1789 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1790 } 1791} 1792 1793void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) { 1794 if (shader == NULL) { 1795 return; 1796 } 1797 1798 if (ignoreTransform) { 1799 // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform() 1800 // because it was built into modelView / the geometry, and the description needs to 1801 // compensate. 1802 mat4 modelViewWithoutTransform; 1803 modelViewWithoutTransform.loadInverse(*currentTransform()); 1804 modelViewWithoutTransform.multiply(mModelViewMatrix); 1805 mModelViewMatrix.load(modelViewWithoutTransform); 1806 } 1807 1808 SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader); 1809} 1810 1811void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) { 1812 if (NULL == filter) { 1813 return; 1814 } 1815 1816 SkColor color; 1817 SkXfermode::Mode mode; 1818 if (filter->asColorMode(&color, &mode)) { 1819 const int alpha = SkColorGetA(color); 1820 const GLfloat a = alpha / 255.0f; 1821 const GLfloat r = a * SkColorGetR(color) / 255.0f; 1822 const GLfloat g = a * SkColorGetG(color) / 255.0f; 1823 const GLfloat b = a * SkColorGetB(color) / 255.0f; 1824 glUniform4f(mCaches.currentProgram->getUniform("colorBlend"), r, g, b, a); 1825 return; 1826 } 1827 1828 SkScalar srcColorMatrix[20]; 1829 if (filter->asColorMatrix(srcColorMatrix)) { 1830 1831 float colorMatrix[16]; 1832 memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float)); 1833 memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float)); 1834 memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float)); 1835 memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float)); 1836 1837 // Skia uses the range [0..255] for the addition vector, but we need 1838 // the [0..1] range to apply the vector in GLSL 1839 float colorVector[4]; 1840 colorVector[0] = srcColorMatrix[4] / 255.0f; 1841 colorVector[1] = srcColorMatrix[9] / 255.0f; 1842 colorVector[2] = srcColorMatrix[14] / 255.0f; 1843 colorVector[3] = srcColorMatrix[19] / 255.0f; 1844 1845 glUniformMatrix4fv(mCaches.currentProgram->getUniform("colorMatrix"), 1, 1846 GL_FALSE, colorMatrix); 1847 glUniform4fv(mCaches.currentProgram->getUniform("colorMatrixVector"), 1, colorVector); 1848 return; 1849 } 1850 1851 // it is an error if we ever get here 1852} 1853 1854void OpenGLRenderer::setupDrawTextGammaUniforms() { 1855 mCaches.fontRenderer->setupProgram(mDescription, mCaches.currentProgram); 1856} 1857 1858void OpenGLRenderer::setupDrawSimpleMesh() { 1859 bool force = mCaches.bindMeshBuffer(); 1860 mCaches.bindPositionVertexPointer(force, 0); 1861 mCaches.unbindIndicesBuffer(); 1862} 1863 1864void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1865 if (texture) bindTexture(texture); 1866 mTextureUnit++; 1867 mCaches.enableTexCoordsVertexArray(); 1868} 1869 1870void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1871 bindExternalTexture(texture); 1872 mTextureUnit++; 1873 mCaches.enableTexCoordsVertexArray(); 1874} 1875 1876void OpenGLRenderer::setupDrawTextureTransform() { 1877 mDescription.hasTextureTransform = true; 1878} 1879 1880void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1881 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1882 GL_FALSE, &transform.data[0]); 1883} 1884 1885void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1886 const GLvoid* texCoords, GLuint vbo) { 1887 bool force = false; 1888 if (!vertices || vbo) { 1889 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1890 } else { 1891 force = mCaches.unbindMeshBuffer(); 1892 } 1893 1894 mCaches.bindPositionVertexPointer(force, vertices); 1895 if (mCaches.currentProgram->texCoords >= 0) { 1896 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1897 } 1898 1899 mCaches.unbindIndicesBuffer(); 1900} 1901 1902void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1903 const GLvoid* texCoords, const GLvoid* colors) { 1904 bool force = mCaches.unbindMeshBuffer(); 1905 GLsizei stride = sizeof(ColorTextureVertex); 1906 1907 mCaches.bindPositionVertexPointer(force, vertices, stride); 1908 if (mCaches.currentProgram->texCoords >= 0) { 1909 mCaches.bindTexCoordsVertexPointer(force, texCoords, stride); 1910 } 1911 int slot = mCaches.currentProgram->getAttrib("colors"); 1912 if (slot >= 0) { 1913 glEnableVertexAttribArray(slot); 1914 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1915 } 1916 1917 mCaches.unbindIndicesBuffer(); 1918} 1919 1920void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices, 1921 const GLvoid* texCoords, GLuint vbo) { 1922 bool force = false; 1923 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1924 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1925 // use the default VBO found in Caches 1926 if (!vertices || vbo) { 1927 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1928 } else { 1929 force = mCaches.unbindMeshBuffer(); 1930 } 1931 mCaches.bindQuadIndicesBuffer(); 1932 1933 mCaches.bindPositionVertexPointer(force, vertices); 1934 if (mCaches.currentProgram->texCoords >= 0) { 1935 mCaches.bindTexCoordsVertexPointer(force, texCoords); 1936 } 1937} 1938 1939void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 1940 bool force = mCaches.unbindMeshBuffer(); 1941 mCaches.bindQuadIndicesBuffer(); 1942 mCaches.bindPositionVertexPointer(force, vertices, gVertexStride); 1943} 1944 1945/////////////////////////////////////////////////////////////////////////////// 1946// Drawing 1947/////////////////////////////////////////////////////////////////////////////// 1948 1949status_t OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) { 1950 status_t status; 1951 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1952 // will be performed by the display list itself 1953 if (renderNode && renderNode->isRenderable()) { 1954 // compute 3d ordering 1955 renderNode->computeOrdering(); 1956 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1957 status = startFrame(); 1958 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1959 renderNode->replay(replayStruct, 0); 1960 return status | replayStruct.mDrawGlStatus; 1961 } 1962 1963 bool avoidOverdraw = !mCaches.debugOverdraw && !mCountOverdraw; // shh, don't tell devs! 1964 DeferredDisplayList deferredList(*currentClipRect(), avoidOverdraw); 1965 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1966 renderNode->defer(deferStruct, 0); 1967 1968 flushLayers(); 1969 status = startFrame(); 1970 1971 return deferredList.flush(*this, dirty) | status; 1972 } 1973 1974 // Even if there is no drawing command(Ex: invisible), 1975 // it still needs startFrame to clear buffer and start tiling. 1976 return startFrame(); 1977} 1978 1979void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, const SkPaint* paint) { 1980 int color = paint != NULL ? paint->getColor() : 0; 1981 1982 float x = left; 1983 float y = top; 1984 1985 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1986 1987 bool ignoreTransform = false; 1988 if (currentTransform()->isPureTranslate()) { 1989 x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 1990 y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 1991 ignoreTransform = true; 1992 1993 texture->setFilter(GL_NEAREST, true); 1994 } else { 1995 texture->setFilter(getFilter(paint), true); 1996 } 1997 1998 // No need to check for a UV mapper on the texture object, only ARGB_8888 1999 // bitmaps get packed in the atlas 2000 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2001 paint, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2002 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2003} 2004 2005/** 2006 * Important note: this method is intended to draw batches of bitmaps and 2007 * will not set the scissor enable or dirty the current layer, if any. 2008 * The caller is responsible for properly dirtying the current layer. 2009 */ 2010status_t OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2011 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 2012 const Rect& bounds, const SkPaint* paint) { 2013 mCaches.activeTexture(0); 2014 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2015 if (!texture) return DrawGlInfo::kStatusDone; 2016 2017 const AutoTexture autoCleanup(texture); 2018 2019 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2020 texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true); 2021 2022 const float x = (int) floorf(bounds.left + 0.5f); 2023 const float y = (int) floorf(bounds.top + 0.5f); 2024 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2025 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2026 texture->id, paint, &vertices[0].x, &vertices[0].u, 2027 GL_TRIANGLES, bitmapCount * 6, true, 2028 kModelViewMode_Translate, false); 2029 } else { 2030 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2031 texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u, 2032 GL_TRIANGLES, bitmapCount * 6, false, true, 0, 2033 kModelViewMode_Translate, false); 2034 } 2035 2036 return DrawGlInfo::kStatusDrew; 2037} 2038 2039status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) { 2040 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 2041 return DrawGlInfo::kStatusDone; 2042 } 2043 2044 mCaches.activeTexture(0); 2045 Texture* texture = getTexture(bitmap); 2046 if (!texture) return DrawGlInfo::kStatusDone; 2047 const AutoTexture autoCleanup(texture); 2048 2049 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2050 drawAlphaBitmap(texture, 0, 0, paint); 2051 } else { 2052 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint); 2053 } 2054 2055 return DrawGlInfo::kStatusDrew; 2056} 2057 2058status_t OpenGLRenderer::drawBitmapData(const SkBitmap* bitmap, const SkPaint* paint) { 2059 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 2060 return DrawGlInfo::kStatusDone; 2061 } 2062 2063 mCaches.activeTexture(0); 2064 Texture* texture = mCaches.textureCache.getTransient(bitmap); 2065 const AutoTexture autoCleanup(texture); 2066 2067 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2068 drawAlphaBitmap(texture, 0, 0, paint); 2069 } else { 2070 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint); 2071 } 2072 2073 return DrawGlInfo::kStatusDrew; 2074} 2075 2076status_t OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 2077 const float* vertices, const int* colors, const SkPaint* paint) { 2078 if (!vertices || currentSnapshot()->isIgnored()) { 2079 return DrawGlInfo::kStatusDone; 2080 } 2081 2082 // TODO: use quickReject on bounds from vertices 2083 mCaches.enableScissor(); 2084 2085 float left = FLT_MAX; 2086 float top = FLT_MAX; 2087 float right = FLT_MIN; 2088 float bottom = FLT_MIN; 2089 2090 const uint32_t count = meshWidth * meshHeight * 6; 2091 2092 Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr 2093 mesh.setCapacity(count); 2094 ColorTextureVertex* vertex = mesh.editArray(); 2095 2096 bool cleanupColors = false; 2097 if (!colors) { 2098 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2099 int* newColors = new int[colorsCount]; 2100 memset(newColors, 0xff, colorsCount * sizeof(int)); 2101 colors = newColors; 2102 cleanupColors = true; 2103 } 2104 2105 mCaches.activeTexture(0); 2106 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 2107 const UvMapper& mapper(getMapper(texture)); 2108 2109 for (int32_t y = 0; y < meshHeight; y++) { 2110 for (int32_t x = 0; x < meshWidth; x++) { 2111 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2112 2113 float u1 = float(x) / meshWidth; 2114 float u2 = float(x + 1) / meshWidth; 2115 float v1 = float(y) / meshHeight; 2116 float v2 = float(y + 1) / meshHeight; 2117 2118 mapper.map(u1, v1, u2, v2); 2119 2120 int ax = i + (meshWidth + 1) * 2; 2121 int ay = ax + 1; 2122 int bx = i; 2123 int by = bx + 1; 2124 int cx = i + 2; 2125 int cy = cx + 1; 2126 int dx = i + (meshWidth + 1) * 2 + 2; 2127 int dy = dx + 1; 2128 2129 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2130 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2131 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2132 2133 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2134 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2135 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2136 2137 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2138 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2139 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2140 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2141 } 2142 } 2143 2144 if (quickRejectSetupScissor(left, top, right, bottom)) { 2145 if (cleanupColors) delete[] colors; 2146 return DrawGlInfo::kStatusDone; 2147 } 2148 2149 if (!texture) { 2150 texture = mCaches.textureCache.get(bitmap); 2151 if (!texture) { 2152 if (cleanupColors) delete[] colors; 2153 return DrawGlInfo::kStatusDone; 2154 } 2155 } 2156 const AutoTexture autoCleanup(texture); 2157 2158 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2159 texture->setFilter(getFilter(paint), true); 2160 2161 int alpha; 2162 SkXfermode::Mode mode; 2163 getAlphaAndMode(paint, &alpha, &mode); 2164 2165 float a = alpha / 255.0f; 2166 2167 if (hasLayer()) { 2168 dirtyLayer(left, top, right, bottom, *currentTransform()); 2169 } 2170 2171 setupDraw(); 2172 setupDrawWithTextureAndColor(); 2173 setupDrawColor(a, a, a, a); 2174 setupDrawColorFilter(getColorFilter(paint)); 2175 setupDrawBlending(paint, true); 2176 setupDrawProgram(); 2177 setupDrawDirtyRegionsDisabled(); 2178 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f); 2179 setupDrawTexture(texture->id); 2180 setupDrawPureColorUniforms(); 2181 setupDrawColorFilterUniforms(getColorFilter(paint)); 2182 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r); 2183 2184 glDrawArrays(GL_TRIANGLES, 0, count); 2185 2186 int slot = mCaches.currentProgram->getAttrib("colors"); 2187 if (slot >= 0) { 2188 glDisableVertexAttribArray(slot); 2189 } 2190 2191 if (cleanupColors) delete[] colors; 2192 2193 return DrawGlInfo::kStatusDrew; 2194} 2195 2196status_t OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, 2197 float srcLeft, float srcTop, float srcRight, float srcBottom, 2198 float dstLeft, float dstTop, float dstRight, float dstBottom, 2199 const SkPaint* paint) { 2200 if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) { 2201 return DrawGlInfo::kStatusDone; 2202 } 2203 2204 mCaches.activeTexture(0); 2205 Texture* texture = getTexture(bitmap); 2206 if (!texture) return DrawGlInfo::kStatusDone; 2207 const AutoTexture autoCleanup(texture); 2208 2209 const float width = texture->width; 2210 const float height = texture->height; 2211 2212 float u1 = fmax(0.0f, srcLeft / width); 2213 float v1 = fmax(0.0f, srcTop / height); 2214 float u2 = fmin(1.0f, srcRight / width); 2215 float v2 = fmin(1.0f, srcBottom / height); 2216 2217 getMapper(texture).map(u1, v1, u2, v2); 2218 2219 mCaches.unbindMeshBuffer(); 2220 resetDrawTextureTexCoords(u1, v1, u2, v2); 2221 2222 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2223 2224 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2225 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2226 2227 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2228 // Apply a scale transform on the canvas only when a shader is in use 2229 // Skia handles the ratio between the dst and src rects as a scale factor 2230 // when a shader is set 2231 bool useScaleTransform = getShader(paint) && scaled; 2232 bool ignoreTransform = false; 2233 2234 if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) { 2235 float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f); 2236 float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f); 2237 2238 dstRight = x + (dstRight - dstLeft); 2239 dstBottom = y + (dstBottom - dstTop); 2240 2241 dstLeft = x; 2242 dstTop = y; 2243 2244 texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true); 2245 ignoreTransform = true; 2246 } else { 2247 texture->setFilter(getFilter(paint), true); 2248 } 2249 2250 if (CC_UNLIKELY(useScaleTransform)) { 2251 save(SkCanvas::kMatrix_SaveFlag); 2252 translate(dstLeft, dstTop); 2253 scale(scaleX, scaleY); 2254 2255 dstLeft = 0.0f; 2256 dstTop = 0.0f; 2257 2258 dstRight = srcRight - srcLeft; 2259 dstBottom = srcBottom - srcTop; 2260 } 2261 2262 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2263 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2264 texture->id, paint, 2265 &mMeshVertices[0].x, &mMeshVertices[0].u, 2266 GL_TRIANGLE_STRIP, gMeshCount, ignoreTransform); 2267 } else { 2268 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2269 texture->id, paint, texture->blend, 2270 &mMeshVertices[0].x, &mMeshVertices[0].u, 2271 GL_TRIANGLE_STRIP, gMeshCount, false, ignoreTransform); 2272 } 2273 2274 if (CC_UNLIKELY(useScaleTransform)) { 2275 restore(); 2276 } 2277 2278 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2279 2280 return DrawGlInfo::kStatusDrew; 2281} 2282 2283status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch, 2284 float left, float top, float right, float bottom, const SkPaint* paint) { 2285 if (quickRejectSetupScissor(left, top, right, bottom)) { 2286 return DrawGlInfo::kStatusDone; 2287 } 2288 2289 AssetAtlas::Entry* entry = mCaches.assetAtlas.getEntry(bitmap); 2290 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2291 right - left, bottom - top, patch); 2292 2293 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2294} 2295 2296status_t OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 2297 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2298 const SkPaint* paint) { 2299 if (quickRejectSetupScissor(left, top, right, bottom)) { 2300 return DrawGlInfo::kStatusDone; 2301 } 2302 2303 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2304 mCaches.activeTexture(0); 2305 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2306 if (!texture) return DrawGlInfo::kStatusDone; 2307 const AutoTexture autoCleanup(texture); 2308 2309 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2310 texture->setFilter(GL_LINEAR, true); 2311 2312 const bool pureTranslate = currentTransform()->isPureTranslate(); 2313 // Mark the current layer dirty where we are going to draw the patch 2314 if (hasLayer() && mesh->hasEmptyQuads) { 2315 const float offsetX = left + currentTransform()->getTranslateX(); 2316 const float offsetY = top + currentTransform()->getTranslateY(); 2317 const size_t count = mesh->quads.size(); 2318 for (size_t i = 0; i < count; i++) { 2319 const Rect& bounds = mesh->quads.itemAt(i); 2320 if (CC_LIKELY(pureTranslate)) { 2321 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2322 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2323 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2324 } else { 2325 dirtyLayer(left + bounds.left, top + bounds.top, 2326 left + bounds.right, top + bounds.bottom, *currentTransform()); 2327 } 2328 } 2329 } 2330 2331 bool ignoreTransform = false; 2332 if (CC_LIKELY(pureTranslate)) { 2333 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 2334 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 2335 2336 right = x + right - left; 2337 bottom = y + bottom - top; 2338 left = x; 2339 top = y; 2340 ignoreTransform = true; 2341 } 2342 drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint, 2343 texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2344 GL_TRIANGLES, mesh->indexCount, false, ignoreTransform, 2345 mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads); 2346 } 2347 2348 return DrawGlInfo::kStatusDrew; 2349} 2350 2351/** 2352 * Important note: this method is intended to draw batches of 9-patch objects and 2353 * will not set the scissor enable or dirty the current layer, if any. 2354 * The caller is responsible for properly dirtying the current layer. 2355 */ 2356status_t OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2357 TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) { 2358 mCaches.activeTexture(0); 2359 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2360 if (!texture) return DrawGlInfo::kStatusDone; 2361 const AutoTexture autoCleanup(texture); 2362 2363 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2364 texture->setFilter(GL_LINEAR, true); 2365 2366 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint, 2367 texture->blend, &vertices[0].x, &vertices[0].u, 2368 GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false); 2369 2370 return DrawGlInfo::kStatusDrew; 2371} 2372 2373status_t OpenGLRenderer::drawVertexBuffer(float translateX, float translateY, 2374 const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) { 2375 // not missing call to quickReject/dirtyLayer, always done at a higher level 2376 if (!vertexBuffer.getVertexCount()) { 2377 // no vertices to draw 2378 return DrawGlInfo::kStatusDone; 2379 } 2380 2381 Rect bounds(vertexBuffer.getBounds()); 2382 bounds.translate(translateX, translateY); 2383 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2384 2385 int color = paint->getColor(); 2386 bool isAA = paint->isAntiAlias(); 2387 2388 setupDraw(); 2389 setupDrawNoTexture(); 2390 if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp)); 2391 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha); 2392 setupDrawColorFilter(getColorFilter(paint)); 2393 setupDrawShader(getShader(paint)); 2394 setupDrawBlending(paint, isAA); 2395 setupDrawProgram(); 2396 setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset), 2397 translateX, translateY, 0, 0); 2398 setupDrawColorUniforms(getShader(paint)); 2399 setupDrawColorFilterUniforms(getColorFilter(paint)); 2400 setupDrawShaderUniforms(getShader(paint)); 2401 2402 const void* vertices = vertexBuffer.getBuffer(); 2403 bool force = mCaches.unbindMeshBuffer(); 2404 mCaches.bindPositionVertexPointer(true, vertices, isAA ? gAlphaVertexStride : gVertexStride); 2405 mCaches.resetTexCoordsVertexPointer(); 2406 2407 int alphaSlot = -1; 2408 if (isAA) { 2409 void* alphaCoords = ((GLbyte*) vertices) + gVertexAlphaOffset; 2410 alphaSlot = mCaches.currentProgram->getAttrib("vtxAlpha"); 2411 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2412 glEnableVertexAttribArray(alphaSlot); 2413 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, gAlphaVertexStride, alphaCoords); 2414 } 2415 2416 const VertexBuffer::Mode mode = vertexBuffer.getMode(); 2417 if (mode == VertexBuffer::kStandard) { 2418 mCaches.unbindIndicesBuffer(); 2419 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2420 } else if (mode == VertexBuffer::kOnePolyRingShadow) { 2421 mCaches.bindShadowIndicesBuffer(); 2422 glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0); 2423 } else if (mode == VertexBuffer::kTwoPolyRingShadow) { 2424 mCaches.bindShadowIndicesBuffer(); 2425 glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, GL_UNSIGNED_SHORT, 0); 2426 } else if (mode == VertexBuffer::kIndices) { 2427 mCaches.unbindIndicesBuffer(); 2428 glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), GL_UNSIGNED_SHORT, 2429 vertexBuffer.getIndices()); 2430 } 2431 2432 if (isAA) { 2433 glDisableVertexAttribArray(alphaSlot); 2434 } 2435 2436 return DrawGlInfo::kStatusDrew; 2437} 2438 2439/** 2440 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2441 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2442 * screen space in all directions. However, instead of using a fragment shader to compute the 2443 * translucency of the color from its position, we simply use a varying parameter to define how far 2444 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2445 * 2446 * Doesn't yet support joins, caps, or path effects. 2447 */ 2448status_t OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 2449 VertexBuffer vertexBuffer; 2450 // TODO: try clipping large paths to viewport 2451 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 2452 return drawVertexBuffer(vertexBuffer, paint); 2453} 2454 2455/** 2456 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2457 * and additional geometry for defining an alpha slope perimeter. 2458 * 2459 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2460 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2461 * in-shader alpha region, but found it to be taxing on some GPUs. 2462 * 2463 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2464 * memory transfer by removing need for degenerate vertices. 2465 */ 2466status_t OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 2467 if (currentSnapshot()->isIgnored() || count < 4) return DrawGlInfo::kStatusDone; 2468 2469 count &= ~0x3; // round down to nearest four 2470 2471 VertexBuffer buffer; 2472 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer); 2473 const Rect& bounds = buffer.getBounds(); 2474 2475 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2476 return DrawGlInfo::kStatusDone; 2477 } 2478 2479 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2480 return drawVertexBuffer(buffer, paint, displayFlags); 2481} 2482 2483status_t OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 2484 if (currentSnapshot()->isIgnored() || count < 2) return DrawGlInfo::kStatusDone; 2485 2486 count &= ~0x1; // round down to nearest two 2487 2488 VertexBuffer buffer; 2489 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer); 2490 2491 const Rect& bounds = buffer.getBounds(); 2492 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2493 return DrawGlInfo::kStatusDone; 2494 } 2495 2496 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2497 return drawVertexBuffer(buffer, paint, displayFlags); 2498} 2499 2500status_t OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2501 // No need to check against the clip, we fill the clip region 2502 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 2503 2504 Rect clip(*currentClipRect()); 2505 clip.snapToPixelBoundaries(); 2506 2507 SkPaint paint; 2508 paint.setColor(color); 2509 paint.setXfermodeMode(mode); 2510 2511 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 2512 2513 return DrawGlInfo::kStatusDrew; 2514} 2515 2516status_t OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2517 const SkPaint* paint) { 2518 if (!texture) return DrawGlInfo::kStatusDone; 2519 const AutoTexture autoCleanup(texture); 2520 2521 const float x = left + texture->left - texture->offset; 2522 const float y = top + texture->top - texture->offset; 2523 2524 drawPathTexture(texture, x, y, paint); 2525 2526 return DrawGlInfo::kStatusDrew; 2527} 2528 2529status_t OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2530 float rx, float ry, const SkPaint* p) { 2531 if (currentSnapshot()->isIgnored() 2532 || quickRejectSetupScissor(left, top, right, bottom, p) 2533 || paintWillNotDraw(*p)) { 2534 return DrawGlInfo::kStatusDone; 2535 } 2536 2537 if (p->getPathEffect() != 0) { 2538 mCaches.activeTexture(0); 2539 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2540 right - left, bottom - top, rx, ry, p); 2541 return drawShape(left, top, texture, p); 2542 } 2543 2544 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect( 2545 *currentTransform(), *p, right - left, bottom - top, rx, ry); 2546 return drawVertexBuffer(left, top, *vertexBuffer, p); 2547} 2548 2549status_t OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 2550 if (currentSnapshot()->isIgnored() 2551 || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p) 2552 || paintWillNotDraw(*p)) { 2553 return DrawGlInfo::kStatusDone; 2554 } 2555 if (p->getPathEffect() != 0) { 2556 mCaches.activeTexture(0); 2557 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2558 return drawShape(x - radius, y - radius, texture, p); 2559 } 2560 2561 SkPath path; 2562 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2563 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2564 } else { 2565 path.addCircle(x, y, radius); 2566 } 2567 return drawConvexPath(path, p); 2568} 2569 2570status_t OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2571 const SkPaint* p) { 2572 if (currentSnapshot()->isIgnored() 2573 || quickRejectSetupScissor(left, top, right, bottom, p) 2574 || paintWillNotDraw(*p)) { 2575 return DrawGlInfo::kStatusDone; 2576 } 2577 2578 if (p->getPathEffect() != 0) { 2579 mCaches.activeTexture(0); 2580 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2581 return drawShape(left, top, texture, p); 2582 } 2583 2584 SkPath path; 2585 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2586 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2587 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2588 } 2589 path.addOval(rect); 2590 return drawConvexPath(path, p); 2591} 2592 2593status_t OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2594 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 2595 if (currentSnapshot()->isIgnored() 2596 || quickRejectSetupScissor(left, top, right, bottom, p) 2597 || paintWillNotDraw(*p)) { 2598 return DrawGlInfo::kStatusDone; 2599 } 2600 2601 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2602 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != 0 || useCenter) { 2603 mCaches.activeTexture(0); 2604 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2605 startAngle, sweepAngle, useCenter, p); 2606 return drawShape(left, top, texture, p); 2607 } 2608 2609 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2610 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2611 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2612 } 2613 2614 SkPath path; 2615 if (useCenter) { 2616 path.moveTo(rect.centerX(), rect.centerY()); 2617 } 2618 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2619 if (useCenter) { 2620 path.close(); 2621 } 2622 return drawConvexPath(path, p); 2623} 2624 2625// See SkPaintDefaults.h 2626#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2627 2628status_t OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 2629 const SkPaint* p) { 2630 if (currentSnapshot()->isIgnored() 2631 || quickRejectSetupScissor(left, top, right, bottom, p) 2632 || paintWillNotDraw(*p)) { 2633 return DrawGlInfo::kStatusDone; 2634 } 2635 2636 if (p->getStyle() != SkPaint::kFill_Style) { 2637 // only fill style is supported by drawConvexPath, since others have to handle joins 2638 if (p->getPathEffect() != 0 || p->getStrokeJoin() != SkPaint::kMiter_Join || 2639 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2640 mCaches.activeTexture(0); 2641 const PathTexture* texture = 2642 mCaches.pathCache.getRect(right - left, bottom - top, p); 2643 return drawShape(left, top, texture, p); 2644 } 2645 2646 SkPath path; 2647 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2648 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2649 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2650 } 2651 path.addRect(rect); 2652 return drawConvexPath(path, p); 2653 } 2654 2655 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 2656 SkPath path; 2657 path.addRect(left, top, right, bottom); 2658 return drawConvexPath(path, p); 2659 } else { 2660 drawColorRect(left, top, right, bottom, p); 2661 return DrawGlInfo::kStatusDrew; 2662 } 2663} 2664 2665void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 2666 int bytesCount, int count, const float* positions, 2667 FontRenderer& fontRenderer, int alpha, float x, float y) { 2668 mCaches.activeTexture(0); 2669 2670 TextShadow textShadow; 2671 if (!getTextShadow(paint, &textShadow)) { 2672 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 2673 } 2674 2675 // NOTE: The drop shadow will not perform gamma correction 2676 // if shader-based correction is enabled 2677 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2678 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2679 paint, text, bytesCount, count, textShadow.radius, positions); 2680 // If the drop shadow exceeds the max texture size or couldn't be 2681 // allocated, skip drawing 2682 if (!shadow) return; 2683 const AutoTexture autoCleanup(shadow); 2684 2685 const float sx = x - shadow->left + textShadow.dx; 2686 const float sy = y - shadow->top + textShadow.dy; 2687 2688 const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha; 2689 if (getShader(paint)) { 2690 textShadow.color = SK_ColorWHITE; 2691 } 2692 2693 setupDraw(); 2694 setupDrawWithTexture(true); 2695 setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha); 2696 setupDrawColorFilter(getColorFilter(paint)); 2697 setupDrawShader(getShader(paint)); 2698 setupDrawBlending(paint, true); 2699 setupDrawProgram(); 2700 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 2701 sx, sy, sx + shadow->width, sy + shadow->height); 2702 setupDrawTexture(shadow->id); 2703 setupDrawPureColorUniforms(); 2704 setupDrawColorFilterUniforms(getColorFilter(paint)); 2705 setupDrawShaderUniforms(getShader(paint)); 2706 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2707 2708 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2709} 2710 2711bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2712 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha; 2713 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2714} 2715 2716status_t OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2717 const float* positions, const SkPaint* paint) { 2718 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) { 2719 return DrawGlInfo::kStatusDone; 2720 } 2721 2722 // NOTE: Skia does not support perspective transform on drawPosText yet 2723 if (!currentTransform()->isSimple()) { 2724 return DrawGlInfo::kStatusDone; 2725 } 2726 2727 mCaches.enableScissor(); 2728 2729 float x = 0.0f; 2730 float y = 0.0f; 2731 const bool pureTranslate = currentTransform()->isPureTranslate(); 2732 if (pureTranslate) { 2733 x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2734 y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2735 } 2736 2737 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2738 fontRenderer.setFont(paint, SkMatrix::I()); 2739 2740 int alpha; 2741 SkXfermode::Mode mode; 2742 getAlphaAndMode(paint, &alpha, &mode); 2743 2744 if (CC_UNLIKELY(hasTextShadow(paint))) { 2745 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2746 alpha, 0.0f, 0.0f); 2747 } 2748 2749 // Pick the appropriate texture filtering 2750 bool linearFilter = currentTransform()->changesBounds(); 2751 if (pureTranslate && !linearFilter) { 2752 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2753 } 2754 fontRenderer.setTextureFiltering(linearFilter); 2755 2756 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2757 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2758 2759 const bool hasActiveLayer = hasLayer(); 2760 2761 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2762 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2763 positions, hasActiveLayer ? &bounds : NULL, &functor)) { 2764 if (hasActiveLayer) { 2765 if (!pureTranslate) { 2766 currentTransform()->mapRect(bounds); 2767 } 2768 dirtyLayerUnchecked(bounds, getRegion()); 2769 } 2770 } 2771 2772 return DrawGlInfo::kStatusDrew; 2773} 2774 2775bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const { 2776 if (CC_LIKELY(transform.isPureTranslate())) { 2777 outMatrix->setIdentity(); 2778 return false; 2779 } else if (CC_UNLIKELY(transform.isPerspective())) { 2780 outMatrix->setIdentity(); 2781 return true; 2782 } 2783 2784 /** 2785 * Input is a non-perspective, scaling transform. Generate a scale-only transform, 2786 * with values rounded to the nearest int. 2787 */ 2788 float sx, sy; 2789 transform.decomposeScale(sx, sy); 2790 outMatrix->setScale( 2791 roundf(fmaxf(1.0f, sx)), 2792 roundf(fmaxf(1.0f, sy))); 2793 return true; 2794} 2795 2796status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2797 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2798 DrawOpMode drawOpMode) { 2799 2800 if (drawOpMode == kDrawOpMode_Immediate) { 2801 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2802 // drawing as ops from DeferredDisplayList are already filtered for these 2803 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint) || 2804 quickRejectSetupScissor(bounds)) { 2805 return DrawGlInfo::kStatusDone; 2806 } 2807 } 2808 2809 const float oldX = x; 2810 const float oldY = y; 2811 2812 const mat4& transform = *currentTransform(); 2813 const bool pureTranslate = transform.isPureTranslate(); 2814 2815 if (CC_LIKELY(pureTranslate)) { 2816 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2817 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2818 } 2819 2820 int alpha; 2821 SkXfermode::Mode mode; 2822 getAlphaAndMode(paint, &alpha, &mode); 2823 2824 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2825 2826 if (CC_UNLIKELY(hasTextShadow(paint))) { 2827 fontRenderer.setFont(paint, SkMatrix::I()); 2828 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2829 alpha, oldX, oldY); 2830 } 2831 2832 const bool hasActiveLayer = hasLayer(); 2833 2834 // We only pass a partial transform to the font renderer. That partial 2835 // matrix defines how glyphs are rasterized. Typically we want glyphs 2836 // to be rasterized at their final size on screen, which means the partial 2837 // matrix needs to take the scale factor into account. 2838 // When a partial matrix is used to transform glyphs during rasterization, 2839 // the mesh is generated with the inverse transform (in the case of scale, 2840 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2841 // apply the full transform matrix at draw time in the vertex shader. 2842 // Applying the full matrix in the shader is the easiest way to handle 2843 // rotation and perspective and allows us to always generated quads in the 2844 // font renderer which greatly simplifies the code, clipping in particular. 2845 SkMatrix fontTransform; 2846 bool linearFilter = findBestFontTransform(transform, &fontTransform) 2847 || fabs(y - (int) y) > 0.0f 2848 || fabs(x - (int) x) > 0.0f; 2849 fontRenderer.setFont(paint, fontTransform); 2850 fontRenderer.setTextureFiltering(linearFilter); 2851 2852 // TODO: Implement better clipping for scaled/rotated text 2853 const Rect* clip = !pureTranslate ? NULL : currentClipRect(); 2854 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2855 2856 bool status; 2857 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2858 2859 // don't call issuedrawcommand, do it at end of batch 2860 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2861 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2862 SkPaint paintCopy(*paint); 2863 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2864 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2865 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2866 } else { 2867 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2868 positions, hasActiveLayer ? &layerBounds : NULL, &functor, forceFinish); 2869 } 2870 2871 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2872 if (!pureTranslate) { 2873 transform.mapRect(layerBounds); 2874 } 2875 dirtyLayerUnchecked(layerBounds, getRegion()); 2876 } 2877 2878 drawTextDecorations(totalAdvance, oldX, oldY, paint); 2879 2880 return DrawGlInfo::kStatusDrew; 2881} 2882 2883status_t OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 2884 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 2885 if (text == NULL || count == 0 || currentSnapshot()->isIgnored() || canSkipText(paint)) { 2886 return DrawGlInfo::kStatusDone; 2887 } 2888 2889 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2890 mCaches.enableScissor(); 2891 2892 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2893 fontRenderer.setFont(paint, SkMatrix::I()); 2894 fontRenderer.setTextureFiltering(true); 2895 2896 int alpha; 2897 SkXfermode::Mode mode; 2898 getAlphaAndMode(paint, &alpha, &mode); 2899 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 2900 2901 const Rect* clip = &mSnapshot->getLocalClip(); 2902 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2903 2904 const bool hasActiveLayer = hasLayer(); 2905 2906 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2907 hOffset, vOffset, hasActiveLayer ? &bounds : NULL, &functor)) { 2908 if (hasActiveLayer) { 2909 currentTransform()->mapRect(bounds); 2910 dirtyLayerUnchecked(bounds, getRegion()); 2911 } 2912 } 2913 2914 return DrawGlInfo::kStatusDrew; 2915} 2916 2917status_t OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 2918 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 2919 2920 mCaches.activeTexture(0); 2921 2922 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2923 if (!texture) return DrawGlInfo::kStatusDone; 2924 const AutoTexture autoCleanup(texture); 2925 2926 const float x = texture->left - texture->offset; 2927 const float y = texture->top - texture->offset; 2928 2929 drawPathTexture(texture, x, y, paint); 2930 2931 return DrawGlInfo::kStatusDrew; 2932} 2933 2934status_t OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 2935 if (!layer) { 2936 return DrawGlInfo::kStatusDone; 2937 } 2938 2939 mat4* transform = NULL; 2940 if (layer->isTextureLayer()) { 2941 transform = &layer->getTransform(); 2942 if (!transform->isIdentity()) { 2943 save(SkCanvas::kMatrix_SaveFlag); 2944 concatMatrix(*transform); 2945 } 2946 } 2947 2948 bool clipRequired = false; 2949 const bool rejected = calculateQuickRejectForScissor(x, y, 2950 x + layer->layer.getWidth(), y + layer->layer.getHeight(), &clipRequired, NULL, false); 2951 2952 if (rejected) { 2953 if (transform && !transform->isIdentity()) { 2954 restore(); 2955 } 2956 return DrawGlInfo::kStatusDone; 2957 } 2958 2959 EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y, 2960 x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired); 2961 2962 updateLayer(layer, true); 2963 2964 mCaches.setScissorEnabled(mScissorOptimizationDisabled || clipRequired); 2965 mCaches.activeTexture(0); 2966 2967 if (CC_LIKELY(!layer->region.isEmpty())) { 2968 if (layer->region.isRect()) { 2969 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2970 composeLayerRect(layer, layer->regionRect)); 2971 } else if (layer->mesh) { 2972 2973 const float a = getLayerAlpha(layer); 2974 setupDraw(); 2975 setupDrawWithTexture(); 2976 setupDrawColor(a, a, a, a); 2977 setupDrawColorFilter(layer->getColorFilter()); 2978 setupDrawBlending(layer); 2979 setupDrawProgram(); 2980 setupDrawPureColorUniforms(); 2981 setupDrawColorFilterUniforms(layer->getColorFilter()); 2982 setupDrawTexture(layer->getTexture()); 2983 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 2984 int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2985 int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2986 2987 layer->setFilter(GL_NEAREST); 2988 setupDrawModelView(kModelViewMode_Translate, false, tx, ty, 2989 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 2990 } else { 2991 layer->setFilter(GL_LINEAR); 2992 setupDrawModelView(kModelViewMode_Translate, false, x, y, 2993 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2994 } 2995 2996 TextureVertex* mesh = &layer->mesh[0]; 2997 GLsizei elementsCount = layer->meshElementCount; 2998 2999 while (elementsCount > 0) { 3000 GLsizei drawCount = min(elementsCount, (GLsizei) gMaxNumberOfQuads * 6); 3001 3002 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 3003 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3004 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, NULL)); 3005 3006 elementsCount -= drawCount; 3007 // Though there are 4 vertices in a quad, we use 6 indices per 3008 // quad to draw with GL_TRIANGLES 3009 mesh += (drawCount / 6) * 4; 3010 } 3011 3012#if DEBUG_LAYERS_AS_REGIONS 3013 drawRegionRectsDebug(layer->region); 3014#endif 3015 } 3016 3017 if (layer->debugDrawUpdate) { 3018 layer->debugDrawUpdate = false; 3019 3020 SkPaint paint; 3021 paint.setColor(0x7f00ff00); 3022 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint); 3023 } 3024 } 3025 layer->hasDrawnSinceUpdate = true; 3026 3027 if (transform && !transform->isIdentity()) { 3028 restore(); 3029 } 3030 3031 return DrawGlInfo::kStatusDrew; 3032} 3033 3034/////////////////////////////////////////////////////////////////////////////// 3035// Draw filters 3036/////////////////////////////////////////////////////////////////////////////// 3037 3038void OpenGLRenderer::resetPaintFilter() { 3039 // when clearing the PaintFilter, the masks should also be cleared for simple DrawModifier 3040 // comparison, see MergingDrawBatch::canMergeWith 3041 mDrawModifiers.mHasDrawFilter = false; 3042 mDrawModifiers.mPaintFilterClearBits = 0; 3043 mDrawModifiers.mPaintFilterSetBits = 0; 3044} 3045 3046void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 3047 // TODO: don't bother with boolean, it's redundant with clear/set bits 3048 mDrawModifiers.mHasDrawFilter = true; 3049 mDrawModifiers.mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 3050 mDrawModifiers.mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 3051} 3052 3053const SkPaint* OpenGLRenderer::filterPaint(const SkPaint* paint) { 3054 // TODO: use CompatFlagsDrawFilter here, and combine logic with android/graphics/DrawFilter.cpp 3055 // to avoid clobbering 0x02 paint flag 3056 3057 // Equivalent to the Java Paint's FILTER_BITMAP_FLAG. 3058 static const uint32_t sFilterBitmapFlag = 0x02; 3059 3060 if (CC_LIKELY(!mDrawModifiers.mHasDrawFilter || !paint)) { 3061 return paint; 3062 } 3063 3064 const uint32_t clearBits = mDrawModifiers.mPaintFilterClearBits; 3065 const uint32_t setBits = mDrawModifiers.mPaintFilterSetBits; 3066 3067 const uint32_t flags = (paint->getFlags() & ~clearBits) | setBits; 3068 mFilteredPaint = *paint; 3069 mFilteredPaint.setFlags(flags); 3070 3071 // check if paint filter trying to override bitmap filter 3072 if ((clearBits | setBits) & sFilterBitmapFlag) { 3073 mFilteredPaint.setFilterLevel(flags & sFilterBitmapFlag 3074 ? SkPaint::kLow_FilterLevel : SkPaint::kNone_FilterLevel); 3075 } 3076 3077 return &mFilteredPaint; 3078} 3079 3080/////////////////////////////////////////////////////////////////////////////// 3081// Drawing implementation 3082/////////////////////////////////////////////////////////////////////////////// 3083 3084Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 3085 Texture* texture = mCaches.assetAtlas.getEntryTexture(bitmap); 3086 if (!texture) { 3087 return mCaches.textureCache.get(bitmap); 3088 } 3089 return texture; 3090} 3091 3092void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3093 float x, float y, const SkPaint* paint) { 3094 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) { 3095 return; 3096 } 3097 3098 int alpha; 3099 SkXfermode::Mode mode; 3100 getAlphaAndMode(paint, &alpha, &mode); 3101 3102 setupDraw(); 3103 setupDrawWithTexture(true); 3104 setupDrawAlpha8Color(paint->getColor(), alpha); 3105 setupDrawColorFilter(getColorFilter(paint)); 3106 setupDrawShader(getShader(paint)); 3107 setupDrawBlending(paint, true); 3108 setupDrawProgram(); 3109 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3110 x, y, x + texture->width, y + texture->height); 3111 setupDrawTexture(texture->id); 3112 setupDrawPureColorUniforms(); 3113 setupDrawColorFilterUniforms(getColorFilter(paint)); 3114 setupDrawShaderUniforms(getShader(paint)); 3115 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 3116 3117 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3118} 3119 3120// Same values used by Skia 3121#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3122#define kStdUnderline_Offset (1.0f / 9.0f) 3123#define kStdUnderline_Thickness (1.0f / 18.0f) 3124 3125void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, 3126 const SkPaint* paint) { 3127 // Handle underline and strike-through 3128 uint32_t flags = paint->getFlags(); 3129 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3130 SkPaint paintCopy(*paint); 3131 3132 if (CC_LIKELY(underlineWidth > 0.0f)) { 3133 const float textSize = paintCopy.getTextSize(); 3134 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3135 3136 const float left = x; 3137 float top = 0.0f; 3138 3139 int linesCount = 0; 3140 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3141 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3142 3143 const int pointsCount = 4 * linesCount; 3144 float points[pointsCount]; 3145 int currentPoint = 0; 3146 3147 if (flags & SkPaint::kUnderlineText_Flag) { 3148 top = y + textSize * kStdUnderline_Offset; 3149 points[currentPoint++] = left; 3150 points[currentPoint++] = top; 3151 points[currentPoint++] = left + underlineWidth; 3152 points[currentPoint++] = top; 3153 } 3154 3155 if (flags & SkPaint::kStrikeThruText_Flag) { 3156 top = y + textSize * kStdStrikeThru_Offset; 3157 points[currentPoint++] = left; 3158 points[currentPoint++] = top; 3159 points[currentPoint++] = left + underlineWidth; 3160 points[currentPoint++] = top; 3161 } 3162 3163 paintCopy.setStrokeWidth(strokeWidth); 3164 3165 drawLines(&points[0], pointsCount, &paintCopy); 3166 } 3167 } 3168} 3169 3170status_t OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 3171 if (currentSnapshot()->isIgnored()) { 3172 return DrawGlInfo::kStatusDone; 3173 } 3174 3175 return drawColorRects(rects, count, paint, false, true, true); 3176} 3177 3178static void mapPointFakeZ(Vector3& point, const mat4& transformXY, const mat4& transformZ) { 3179 // map z coordinate with true 3d matrix 3180 point.z = transformZ.mapZ(point); 3181 3182 // map x,y coordinates with draw/Skia matrix 3183 transformXY.mapPoint(point.x, point.y); 3184} 3185 3186status_t OpenGLRenderer::drawShadow(float casterAlpha, 3187 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) { 3188 if (currentSnapshot()->isIgnored()) return DrawGlInfo::kStatusDone; 3189 3190 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 3191 mCaches.enableScissor(); 3192 3193 SkPaint paint; 3194 paint.setAntiAlias(true); // want to use AlphaVertex 3195 3196 // The caller has made sure casterAlpha > 0. 3197 float ambientShadowAlpha = mAmbientShadowAlpha; 3198 if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) { 3199 ambientShadowAlpha = mCaches.propertyAmbientShadowStrength; 3200 } 3201 if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) { 3202 paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0); 3203 drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3204 } 3205 3206 float spotShadowAlpha = mSpotShadowAlpha; 3207 if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) { 3208 spotShadowAlpha = mCaches.propertySpotShadowStrength; 3209 } 3210 if (spotShadowVertexBuffer && spotShadowAlpha > 0) { 3211 paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0); 3212 drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3213 } 3214 3215 return DrawGlInfo::kStatusDrew; 3216} 3217 3218status_t OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 3219 bool ignoreTransform, bool dirty, bool clip) { 3220 if (count == 0) { 3221 return DrawGlInfo::kStatusDone; 3222 } 3223 3224 int color = paint->getColor(); 3225 // If a shader is set, preserve only the alpha 3226 if (getShader(paint)) { 3227 color |= 0x00ffffff; 3228 } 3229 3230 float left = FLT_MAX; 3231 float top = FLT_MAX; 3232 float right = FLT_MIN; 3233 float bottom = FLT_MIN; 3234 3235 Vertex mesh[count]; 3236 Vertex* vertex = mesh; 3237 3238 for (int index = 0; index < count; index += 4) { 3239 float l = rects[index + 0]; 3240 float t = rects[index + 1]; 3241 float r = rects[index + 2]; 3242 float b = rects[index + 3]; 3243 3244 Vertex::set(vertex++, l, t); 3245 Vertex::set(vertex++, r, t); 3246 Vertex::set(vertex++, l, b); 3247 Vertex::set(vertex++, r, b); 3248 3249 left = fminf(left, l); 3250 top = fminf(top, t); 3251 right = fmaxf(right, r); 3252 bottom = fmaxf(bottom, b); 3253 } 3254 3255 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 3256 return DrawGlInfo::kStatusDone; 3257 } 3258 3259 setupDraw(); 3260 setupDrawNoTexture(); 3261 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3262 setupDrawShader(getShader(paint)); 3263 setupDrawColorFilter(getColorFilter(paint)); 3264 setupDrawBlending(paint); 3265 setupDrawProgram(); 3266 setupDrawDirtyRegionsDisabled(); 3267 setupDrawModelView(kModelViewMode_Translate, false, 3268 0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform); 3269 setupDrawColorUniforms(getShader(paint)); 3270 setupDrawShaderUniforms(getShader(paint)); 3271 setupDrawColorFilterUniforms(getColorFilter(paint)); 3272 3273 if (dirty && hasLayer()) { 3274 dirtyLayer(left, top, right, bottom, *currentTransform()); 3275 } 3276 3277 issueIndexedQuadDraw(&mesh[0], count / 4); 3278 3279 return DrawGlInfo::kStatusDrew; 3280} 3281 3282void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3283 const SkPaint* paint, bool ignoreTransform) { 3284 int color = paint->getColor(); 3285 // If a shader is set, preserve only the alpha 3286 if (getShader(paint)) { 3287 color |= 0x00ffffff; 3288 } 3289 3290 setupDraw(); 3291 setupDrawNoTexture(); 3292 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3293 setupDrawShader(getShader(paint)); 3294 setupDrawColorFilter(getColorFilter(paint)); 3295 setupDrawBlending(paint); 3296 setupDrawProgram(); 3297 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3298 left, top, right, bottom, ignoreTransform); 3299 setupDrawColorUniforms(getShader(paint)); 3300 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3301 setupDrawColorFilterUniforms(getColorFilter(paint)); 3302 setupDrawSimpleMesh(); 3303 3304 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 3305} 3306 3307void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3308 Texture* texture, const SkPaint* paint) { 3309 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3310 3311 GLvoid* vertices = (GLvoid*) NULL; 3312 GLvoid* texCoords = (GLvoid*) gMeshTextureOffset; 3313 3314 if (texture->uvMapper) { 3315 vertices = &mMeshVertices[0].x; 3316 texCoords = &mMeshVertices[0].u; 3317 3318 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3319 texture->uvMapper->map(uvs); 3320 3321 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3322 } 3323 3324 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3325 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 3326 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 3327 3328 texture->setFilter(GL_NEAREST, true); 3329 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3330 paint, texture->blend, vertices, texCoords, 3331 GL_TRIANGLE_STRIP, gMeshCount, false, true); 3332 } else { 3333 texture->setFilter(getFilter(paint), true); 3334 drawTextureMesh(left, top, right, bottom, texture->id, paint, 3335 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, gMeshCount); 3336 } 3337 3338 if (texture->uvMapper) { 3339 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3340 } 3341} 3342 3343void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3344 GLuint texture, const SkPaint* paint, bool blend, 3345 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3346 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3347 ModelViewMode modelViewMode, bool dirty) { 3348 3349 int a; 3350 SkXfermode::Mode mode; 3351 getAlphaAndMode(paint, &a, &mode); 3352 const float alpha = a / 255.0f; 3353 3354 setupDraw(); 3355 setupDrawWithTexture(); 3356 setupDrawColor(alpha, alpha, alpha, alpha); 3357 setupDrawColorFilter(getColorFilter(paint)); 3358 setupDrawBlending(paint, blend, swapSrcDst); 3359 setupDrawProgram(); 3360 if (!dirty) setupDrawDirtyRegionsDisabled(); 3361 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3362 setupDrawTexture(texture); 3363 setupDrawPureColorUniforms(); 3364 setupDrawColorFilterUniforms(getColorFilter(paint)); 3365 setupDrawMesh(vertices, texCoords, vbo); 3366 3367 glDrawArrays(drawMode, 0, elementsCount); 3368} 3369 3370void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3371 GLuint texture, const SkPaint* paint, bool blend, 3372 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3373 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3374 ModelViewMode modelViewMode, bool dirty) { 3375 3376 int a; 3377 SkXfermode::Mode mode; 3378 getAlphaAndMode(paint, &a, &mode); 3379 const float alpha = a / 255.0f; 3380 3381 setupDraw(); 3382 setupDrawWithTexture(); 3383 setupDrawColor(alpha, alpha, alpha, alpha); 3384 setupDrawColorFilter(getColorFilter(paint)); 3385 setupDrawBlending(paint, blend, swapSrcDst); 3386 setupDrawProgram(); 3387 if (!dirty) setupDrawDirtyRegionsDisabled(); 3388 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3389 setupDrawTexture(texture); 3390 setupDrawPureColorUniforms(); 3391 setupDrawColorFilterUniforms(getColorFilter(paint)); 3392 setupDrawMeshIndices(vertices, texCoords, vbo); 3393 3394 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, NULL); 3395} 3396 3397void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3398 GLuint texture, const SkPaint* paint, 3399 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3400 bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) { 3401 3402 int color = paint != NULL ? paint->getColor() : 0; 3403 int alpha; 3404 SkXfermode::Mode mode; 3405 getAlphaAndMode(paint, &alpha, &mode); 3406 3407 setupDraw(); 3408 setupDrawWithTexture(true); 3409 if (paint != NULL) { 3410 setupDrawAlpha8Color(color, alpha); 3411 } 3412 setupDrawColorFilter(getColorFilter(paint)); 3413 setupDrawShader(getShader(paint)); 3414 setupDrawBlending(paint, true); 3415 setupDrawProgram(); 3416 if (!dirty) setupDrawDirtyRegionsDisabled(); 3417 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3418 setupDrawTexture(texture); 3419 setupDrawPureColorUniforms(); 3420 setupDrawColorFilterUniforms(getColorFilter(paint)); 3421 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3422 setupDrawMesh(vertices, texCoords); 3423 3424 glDrawArrays(drawMode, 0, elementsCount); 3425} 3426 3427void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3428 ProgramDescription& description, bool swapSrcDst) { 3429 3430 if (mSnapshot->roundRectClipState != NULL /*&& !mSkipOutlineClip*/) { 3431 blend = true; 3432 mDescription.hasRoundRectClip = true; 3433 } 3434 mSkipOutlineClip = true; 3435 3436 if (mCountOverdraw) { 3437 if (!mCaches.blend) glEnable(GL_BLEND); 3438 if (mCaches.lastSrcMode != GL_ONE || mCaches.lastDstMode != GL_ONE) { 3439 glBlendFunc(GL_ONE, GL_ONE); 3440 } 3441 3442 mCaches.blend = true; 3443 mCaches.lastSrcMode = GL_ONE; 3444 mCaches.lastDstMode = GL_ONE; 3445 3446 return; 3447 } 3448 3449 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3450 3451 if (blend) { 3452 // These blend modes are not supported by OpenGL directly and have 3453 // to be implemented using shaders. Since the shader will perform 3454 // the blending, turn blending off here 3455 // If the blend mode cannot be implemented using shaders, fall 3456 // back to the default SrcOver blend mode instead 3457 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3458 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3459 description.framebufferMode = mode; 3460 description.swapSrcDst = swapSrcDst; 3461 3462 if (mCaches.blend) { 3463 glDisable(GL_BLEND); 3464 mCaches.blend = false; 3465 } 3466 3467 return; 3468 } else { 3469 mode = SkXfermode::kSrcOver_Mode; 3470 } 3471 } 3472 3473 if (!mCaches.blend) { 3474 glEnable(GL_BLEND); 3475 } 3476 3477 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 3478 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 3479 3480 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 3481 glBlendFunc(sourceMode, destMode); 3482 mCaches.lastSrcMode = sourceMode; 3483 mCaches.lastDstMode = destMode; 3484 } 3485 } else if (mCaches.blend) { 3486 glDisable(GL_BLEND); 3487 } 3488 mCaches.blend = blend; 3489} 3490 3491bool OpenGLRenderer::useProgram(Program* program) { 3492 if (!program->isInUse()) { 3493 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 3494 program->use(); 3495 mCaches.currentProgram = program; 3496 return false; 3497 } 3498 return true; 3499} 3500 3501void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3502 TextureVertex* v = &mMeshVertices[0]; 3503 TextureVertex::setUV(v++, u1, v1); 3504 TextureVertex::setUV(v++, u2, v1); 3505 TextureVertex::setUV(v++, u1, v2); 3506 TextureVertex::setUV(v++, u2, v2); 3507} 3508 3509void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const { 3510 getAlphaAndModeDirect(paint, alpha, mode); 3511 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3512 // if drawing a layer, ignore the paint's alpha 3513 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3514 } 3515 *alpha *= currentSnapshot()->alpha; 3516} 3517 3518float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 3519 float alpha; 3520 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3521 alpha = mDrawModifiers.mOverrideLayerAlpha; 3522 } else { 3523 alpha = layer->getAlpha() / 255.0f; 3524 } 3525 return alpha * currentSnapshot()->alpha; 3526} 3527 3528}; // namespace uirenderer 3529}; // namespace android 3530