OpenGLRenderer.cpp revision cac5fd3e09e9dc918753d4aff624bf29a367ade3
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkTypeface.h> 25 26#include <utils/Log.h> 27#include <utils/StopWatch.h> 28 29#include <private/hwui/DrawGlInfo.h> 30 31#include <ui/Rect.h> 32 33#include "OpenGLRenderer.h" 34#include "DisplayListRenderer.h" 35#include "Vector.h" 36 37namespace android { 38namespace uirenderer { 39 40/////////////////////////////////////////////////////////////////////////////// 41// Defines 42/////////////////////////////////////////////////////////////////////////////// 43 44#define RAD_TO_DEG (180.0f / 3.14159265f) 45#define MIN_ANGLE 0.001f 46 47// TODO: This should be set in properties 48#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 49 50#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 51 52/////////////////////////////////////////////////////////////////////////////// 53// Globals 54/////////////////////////////////////////////////////////////////////////////// 55 56/** 57 * Structure mapping Skia xfermodes to OpenGL blending factors. 58 */ 59struct Blender { 60 SkXfermode::Mode mode; 61 GLenum src; 62 GLenum dst; 63}; // struct Blender 64 65// In this array, the index of each Blender equals the value of the first 66// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 67static const Blender gBlends[] = { 68 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 69 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 70 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 71 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 72 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 73 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 74 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 75 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 76 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 77 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 78 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 79 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 80 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 81 { SkXfermode::kMultiply_Mode, GL_ZERO, GL_SRC_COLOR }, 82 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 83}; 84 85// This array contains the swapped version of each SkXfermode. For instance 86// this array's SrcOver blending mode is actually DstOver. You can refer to 87// createLayer() for more information on the purpose of this array. 88static const Blender gBlendsSwap[] = { 89 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 90 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 91 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 92 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 93 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 94 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 95 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 96 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 97 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 98 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 99 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 100 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 101 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 102 { SkXfermode::kMultiply_Mode, GL_DST_COLOR, GL_ZERO }, 103 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 104}; 105 106static const GLenum gTextureUnits[] = { 107 GL_TEXTURE0, 108 GL_TEXTURE1, 109 GL_TEXTURE2 110}; 111 112/////////////////////////////////////////////////////////////////////////////// 113// Constructors/destructor 114/////////////////////////////////////////////////////////////////////////////// 115 116OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 117 mShader = NULL; 118 mColorFilter = NULL; 119 mHasShadow = false; 120 121 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 122 123 mFirstSnapshot = new Snapshot; 124} 125 126OpenGLRenderer::~OpenGLRenderer() { 127 // The context has already been destroyed at this point, do not call 128 // GL APIs. All GL state should be kept in Caches.h 129} 130 131/////////////////////////////////////////////////////////////////////////////// 132// Setup 133/////////////////////////////////////////////////////////////////////////////// 134 135void OpenGLRenderer::setViewport(int width, int height) { 136 glDisable(GL_DITHER); 137 glViewport(0, 0, width, height); 138 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 139 140 mWidth = width; 141 mHeight = height; 142 143 mFirstSnapshot->height = height; 144 mFirstSnapshot->viewport.set(0, 0, width, height); 145 146 mDirtyClip = false; 147} 148 149void OpenGLRenderer::prepare(bool opaque) { 150 prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 151} 152 153void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 154 mCaches.clearGarbage(); 155 156 mSnapshot = new Snapshot(mFirstSnapshot, 157 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 158 mSnapshot->fbo = getTargetFbo(); 159 160 mSaveCount = 1; 161 162 glViewport(0, 0, mWidth, mHeight); 163 164 glEnable(GL_SCISSOR_TEST); 165 glScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 166 mSnapshot->setClip(left, top, right, bottom); 167 168 if (!opaque) { 169 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 170 glClear(GL_COLOR_BUFFER_BIT); 171 } 172} 173 174void OpenGLRenderer::finish() { 175#if DEBUG_OPENGL 176 GLenum status = GL_NO_ERROR; 177 while ((status = glGetError()) != GL_NO_ERROR) { 178 LOGD("GL error from OpenGLRenderer: 0x%x", status); 179 switch (status) { 180 case GL_OUT_OF_MEMORY: 181 LOGE(" OpenGLRenderer is out of memory!"); 182 break; 183 } 184 } 185#endif 186#if DEBUG_MEMORY_USAGE 187 mCaches.dumpMemoryUsage(); 188#else 189 if (mCaches.getDebugLevel() & kDebugMemory) { 190 mCaches.dumpMemoryUsage(); 191 } 192#endif 193} 194 195void OpenGLRenderer::interrupt() { 196 if (mCaches.currentProgram) { 197 if (mCaches.currentProgram->isInUse()) { 198 mCaches.currentProgram->remove(); 199 mCaches.currentProgram = NULL; 200 } 201 } 202 mCaches.unbindMeshBuffer(); 203} 204 205void OpenGLRenderer::resume() { 206 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 207 208 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 209 210 glEnable(GL_SCISSOR_TEST); 211 dirtyClip(); 212 213 glDisable(GL_DITHER); 214 215 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 216 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 217 218 mCaches.blend = true; 219 glEnable(GL_BLEND); 220 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 221 glBlendEquation(GL_FUNC_ADD); 222} 223 224bool OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) { 225 interrupt(); 226 if (mDirtyClip) { 227 setScissorFromClip(); 228 } 229 230 Rect clip(*mSnapshot->clipRect); 231 clip.snapToPixelBoundaries(); 232 233#if RENDER_LAYERS_AS_REGIONS 234 // Since we don't know what the functor will draw, let's dirty 235 // tne entire clip region 236 if (hasLayer()) { 237 dirtyLayerUnchecked(clip, getRegion()); 238 } 239#endif 240 241 DrawGlInfo info; 242 info.clipLeft = clip.left; 243 info.clipTop = clip.top; 244 info.clipRight = clip.right; 245 info.clipBottom = clip.bottom; 246 info.isLayer = hasLayer(); 247 getSnapshot()->transform->copyTo(&info.transform[0]); 248 249 status_t result = (*functor)(0, &info); 250 251 if (result != 0) { 252 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 253 dirty.unionWith(localDirty); 254 } 255 256 resume(); 257 return result != 0; 258} 259 260/////////////////////////////////////////////////////////////////////////////// 261// State management 262/////////////////////////////////////////////////////////////////////////////// 263 264int OpenGLRenderer::getSaveCount() const { 265 return mSaveCount; 266} 267 268int OpenGLRenderer::save(int flags) { 269 return saveSnapshot(flags); 270} 271 272void OpenGLRenderer::restore() { 273 if (mSaveCount > 1) { 274 restoreSnapshot(); 275 } 276} 277 278void OpenGLRenderer::restoreToCount(int saveCount) { 279 if (saveCount < 1) saveCount = 1; 280 281 while (mSaveCount > saveCount) { 282 restoreSnapshot(); 283 } 284} 285 286int OpenGLRenderer::saveSnapshot(int flags) { 287 mSnapshot = new Snapshot(mSnapshot, flags); 288 return mSaveCount++; 289} 290 291bool OpenGLRenderer::restoreSnapshot() { 292 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 293 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 294 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 295 296 sp<Snapshot> current = mSnapshot; 297 sp<Snapshot> previous = mSnapshot->previous; 298 299 if (restoreOrtho) { 300 Rect& r = previous->viewport; 301 glViewport(r.left, r.top, r.right, r.bottom); 302 mOrthoMatrix.load(current->orthoMatrix); 303 } 304 305 mSaveCount--; 306 mSnapshot = previous; 307 308 if (restoreClip) { 309 dirtyClip(); 310 } 311 312 if (restoreLayer) { 313 composeLayer(current, previous); 314 } 315 316 return restoreClip; 317} 318 319/////////////////////////////////////////////////////////////////////////////// 320// Layers 321/////////////////////////////////////////////////////////////////////////////// 322 323int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 324 SkPaint* p, int flags) { 325 const GLuint previousFbo = mSnapshot->fbo; 326 const int count = saveSnapshot(flags); 327 328 if (!mSnapshot->isIgnored()) { 329 int alpha = 255; 330 SkXfermode::Mode mode; 331 332 if (p) { 333 alpha = p->getAlpha(); 334 if (!mCaches.extensions.hasFramebufferFetch()) { 335 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 336 if (!isMode) { 337 // Assume SRC_OVER 338 mode = SkXfermode::kSrcOver_Mode; 339 } 340 } else { 341 mode = getXfermode(p->getXfermode()); 342 } 343 } else { 344 mode = SkXfermode::kSrcOver_Mode; 345 } 346 347 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 348 } 349 350 return count; 351} 352 353int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 354 int alpha, int flags) { 355 if (alpha >= 255 - ALPHA_THRESHOLD) { 356 return saveLayer(left, top, right, bottom, NULL, flags); 357 } else { 358 SkPaint paint; 359 paint.setAlpha(alpha); 360 return saveLayer(left, top, right, bottom, &paint, flags); 361 } 362} 363 364/** 365 * Layers are viewed by Skia are slightly different than layers in image editing 366 * programs (for instance.) When a layer is created, previously created layers 367 * and the frame buffer still receive every drawing command. For instance, if a 368 * layer is created and a shape intersecting the bounds of the layers and the 369 * framebuffer is draw, the shape will be drawn on both (unless the layer was 370 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 371 * 372 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 373 * texture. Unfortunately, this is inefficient as it requires every primitive to 374 * be drawn n + 1 times, where n is the number of active layers. In practice this 375 * means, for every primitive: 376 * - Switch active frame buffer 377 * - Change viewport, clip and projection matrix 378 * - Issue the drawing 379 * 380 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 381 * To avoid this, layers are implemented in a different way here, at least in the 382 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 383 * is set. When this flag is set we can redirect all drawing operations into a 384 * single FBO. 385 * 386 * This implementation relies on the frame buffer being at least RGBA 8888. When 387 * a layer is created, only a texture is created, not an FBO. The content of the 388 * frame buffer contained within the layer's bounds is copied into this texture 389 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 390 * buffer and drawing continues as normal. This technique therefore treats the 391 * frame buffer as a scratch buffer for the layers. 392 * 393 * To compose the layers back onto the frame buffer, each layer texture 394 * (containing the original frame buffer data) is drawn as a simple quad over 395 * the frame buffer. The trick is that the quad is set as the composition 396 * destination in the blending equation, and the frame buffer becomes the source 397 * of the composition. 398 * 399 * Drawing layers with an alpha value requires an extra step before composition. 400 * An empty quad is drawn over the layer's region in the frame buffer. This quad 401 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 402 * quad is used to multiply the colors in the frame buffer. This is achieved by 403 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 404 * GL_ZERO, GL_SRC_ALPHA. 405 * 406 * Because glCopyTexImage2D() can be slow, an alternative implementation might 407 * be use to draw a single clipped layer. The implementation described above 408 * is correct in every case. 409 * 410 * (1) The frame buffer is actually not cleared right away. To allow the GPU 411 * to potentially optimize series of calls to glCopyTexImage2D, the frame 412 * buffer is left untouched until the first drawing operation. Only when 413 * something actually gets drawn are the layers regions cleared. 414 */ 415bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 416 float right, float bottom, int alpha, SkXfermode::Mode mode, 417 int flags, GLuint previousFbo) { 418 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 419 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 420 421 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 422 423 // Window coordinates of the layer 424 Rect bounds(left, top, right, bottom); 425 if (!fboLayer) { 426 mSnapshot->transform->mapRect(bounds); 427 428 // Layers only make sense if they are in the framebuffer's bounds 429 if (bounds.intersect(*snapshot->clipRect)) { 430 // We cannot work with sub-pixels in this case 431 bounds.snapToPixelBoundaries(); 432 433 // When the layer is not an FBO, we may use glCopyTexImage so we 434 // need to make sure the layer does not extend outside the bounds 435 // of the framebuffer 436 if (!bounds.intersect(snapshot->previous->viewport)) { 437 bounds.setEmpty(); 438 } 439 } else { 440 bounds.setEmpty(); 441 } 442 } 443 444 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 445 bounds.getHeight() > mCaches.maxTextureSize) { 446 snapshot->empty = fboLayer; 447 } else { 448 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 449 } 450 451 // Bail out if we won't draw in this snapshot 452 if (snapshot->invisible || snapshot->empty) { 453 return false; 454 } 455 456 glActiveTexture(gTextureUnits[0]); 457 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 458 if (!layer) { 459 return false; 460 } 461 462 layer->setAlpha(alpha, mode); 463 layer->layer.set(bounds); 464 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 465 bounds.getWidth() / float(layer->getWidth()), 0.0f); 466 layer->setColorFilter(mColorFilter); 467 468 // Save the layer in the snapshot 469 snapshot->flags |= Snapshot::kFlagIsLayer; 470 snapshot->layer = layer; 471 472 if (fboLayer) { 473 return createFboLayer(layer, bounds, snapshot, previousFbo); 474 } else { 475 // Copy the framebuffer into the layer 476 layer->bindTexture(); 477 if (!bounds.isEmpty()) { 478 if (layer->isEmpty()) { 479 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 480 bounds.left, snapshot->height - bounds.bottom, 481 layer->getWidth(), layer->getHeight(), 0); 482 layer->setEmpty(false); 483 } else { 484 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 485 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 486 } 487 488 // Enqueue the buffer coordinates to clear the corresponding region later 489 mLayers.push(new Rect(bounds)); 490 } 491 } 492 493 return true; 494} 495 496bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 497 GLuint previousFbo) { 498 layer->setFbo(mCaches.fboCache.get()); 499 500#if RENDER_LAYERS_AS_REGIONS 501 snapshot->region = &snapshot->layer->region; 502 snapshot->flags |= Snapshot::kFlagFboTarget; 503#endif 504 505 Rect clip(bounds); 506 snapshot->transform->mapRect(clip); 507 clip.intersect(*snapshot->clipRect); 508 clip.snapToPixelBoundaries(); 509 clip.intersect(snapshot->previous->viewport); 510 511 mat4 inverse; 512 inverse.loadInverse(*mSnapshot->transform); 513 514 inverse.mapRect(clip); 515 clip.snapToPixelBoundaries(); 516 clip.intersect(bounds); 517 clip.translate(-bounds.left, -bounds.top); 518 519 snapshot->flags |= Snapshot::kFlagIsFboLayer; 520 snapshot->fbo = layer->getFbo(); 521 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 522 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 523 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 524 snapshot->height = bounds.getHeight(); 525 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 526 snapshot->orthoMatrix.load(mOrthoMatrix); 527 528 // Bind texture to FBO 529 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 530 layer->bindTexture(); 531 532 // Initialize the texture if needed 533 if (layer->isEmpty()) { 534 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 535 layer->setEmpty(false); 536 } 537 538 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 539 layer->getTexture(), 0); 540 541#if DEBUG_LAYERS_AS_REGIONS 542 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 543 if (status != GL_FRAMEBUFFER_COMPLETE) { 544 LOGE("Framebuffer incomplete (GL error code 0x%x)", status); 545 546 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 547 layer->deleteTexture(); 548 mCaches.fboCache.put(layer->getFbo()); 549 550 delete layer; 551 552 return false; 553 } 554#endif 555 556 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 557 glScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 558 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 559 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 560 glClear(GL_COLOR_BUFFER_BIT); 561 562 dirtyClip(); 563 564 // Change the ortho projection 565 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 566 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 567 568 return true; 569} 570 571/** 572 * Read the documentation of createLayer() before doing anything in this method. 573 */ 574void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 575 if (!current->layer) { 576 LOGE("Attempting to compose a layer that does not exist"); 577 return; 578 } 579 580 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 581 582 if (fboLayer) { 583 // Unbind current FBO and restore previous one 584 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 585 } 586 587 Layer* layer = current->layer; 588 const Rect& rect = layer->layer; 589 590 if (!fboLayer && layer->getAlpha() < 255) { 591 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 592 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 593 // Required below, composeLayerRect() will divide by 255 594 layer->setAlpha(255); 595 } 596 597 mCaches.unbindMeshBuffer(); 598 599 glActiveTexture(gTextureUnits[0]); 600 601 // When the layer is stored in an FBO, we can save a bit of fillrate by 602 // drawing only the dirty region 603 if (fboLayer) { 604 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 605 if (layer->getColorFilter()) { 606 setupColorFilter(layer->getColorFilter()); 607 } 608 composeLayerRegion(layer, rect); 609 if (layer->getColorFilter()) { 610 resetColorFilter(); 611 } 612 } else if (!rect.isEmpty()) { 613 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 614 composeLayerRect(layer, rect, true); 615 } 616 617 if (fboLayer) { 618 // Detach the texture from the FBO 619 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 620 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 621 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 622 623 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 624 mCaches.fboCache.put(current->fbo); 625 } 626 627 dirtyClip(); 628 629 // Failing to add the layer to the cache should happen only if the layer is too large 630 if (!mCaches.layerCache.put(layer)) { 631 LAYER_LOGD("Deleting layer"); 632 layer->deleteTexture(); 633 delete layer; 634 } 635} 636 637void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 638 float alpha = layer->getAlpha() / 255.0f; 639 640 mat4& transform = layer->getTransform(); 641 if (!transform.isIdentity()) { 642 save(0); 643 mSnapshot->transform->multiply(transform); 644 } 645 646 setupDraw(); 647 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 648 setupDrawWithTexture(); 649 } else { 650 setupDrawWithExternalTexture(); 651 } 652 setupDrawTextureTransform(); 653 setupDrawColor(alpha, alpha, alpha, alpha); 654 setupDrawColorFilter(); 655 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 656 setupDrawProgram(); 657 setupDrawPureColorUniforms(); 658 setupDrawColorFilterUniforms(); 659 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 660 setupDrawTexture(layer->getTexture()); 661 } else { 662 setupDrawExternalTexture(layer->getTexture()); 663 } 664 if (mSnapshot->transform->isPureTranslate() && 665 layer->getWidth() == (uint32_t) rect.getWidth() && 666 layer->getHeight() == (uint32_t) rect.getHeight()) { 667 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 668 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 669 670 layer->setFilter(GL_NEAREST); 671 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 672 } else { 673 layer->setFilter(GL_LINEAR); 674 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 675 } 676 setupDrawTextureTransformUniforms(layer->getTexTransform()); 677 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 678 679 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 680 681 finishDrawTexture(); 682 683 if (!transform.isIdentity()) { 684 restore(); 685 } 686} 687 688void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 689 if (!layer->isTextureLayer()) { 690 const Rect& texCoords = layer->texCoords; 691 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 692 texCoords.right, texCoords.bottom); 693 694 float x = rect.left; 695 float y = rect.top; 696 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 697 layer->getWidth() == (uint32_t) rect.getWidth() && 698 layer->getHeight() == (uint32_t) rect.getHeight(); 699 700 if (simpleTransform) { 701 // When we're swapping, the layer is already in screen coordinates 702 if (!swap) { 703 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 704 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 705 } 706 707 layer->setFilter(GL_NEAREST, true); 708 } else { 709 layer->setFilter(GL_LINEAR, true); 710 } 711 712 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 713 layer->getTexture(), layer->getAlpha() / 255.0f, 714 layer->getMode(), layer->isBlend(), 715 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 716 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 717 718 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 719 } else { 720 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 721 drawTextureLayer(layer, rect); 722 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 723 } 724} 725 726void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 727#if RENDER_LAYERS_AS_REGIONS 728 if (layer->region.isRect()) { 729 layer->setRegionAsRect(); 730 731 composeLayerRect(layer, layer->regionRect); 732 733 layer->region.clear(); 734 return; 735 } 736 737 // TODO: See LayerRenderer.cpp::generateMesh() for important 738 // information about this implementation 739 if (!layer->region.isEmpty()) { 740 size_t count; 741 const android::Rect* rects = layer->region.getArray(&count); 742 743 const float alpha = layer->getAlpha() / 255.0f; 744 const float texX = 1.0f / float(layer->getWidth()); 745 const float texY = 1.0f / float(layer->getHeight()); 746 const float height = rect.getHeight(); 747 748 TextureVertex* mesh = mCaches.getRegionMesh(); 749 GLsizei numQuads = 0; 750 751 setupDraw(); 752 setupDrawWithTexture(); 753 setupDrawColor(alpha, alpha, alpha, alpha); 754 setupDrawColorFilter(); 755 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 756 setupDrawProgram(); 757 setupDrawDirtyRegionsDisabled(); 758 setupDrawPureColorUniforms(); 759 setupDrawColorFilterUniforms(); 760 setupDrawTexture(layer->getTexture()); 761 if (mSnapshot->transform->isPureTranslate()) { 762 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 763 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 764 765 layer->setFilter(GL_NEAREST); 766 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 767 } else { 768 layer->setFilter(GL_LINEAR); 769 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 770 } 771 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0]); 772 773 for (size_t i = 0; i < count; i++) { 774 const android::Rect* r = &rects[i]; 775 776 const float u1 = r->left * texX; 777 const float v1 = (height - r->top) * texY; 778 const float u2 = r->right * texX; 779 const float v2 = (height - r->bottom) * texY; 780 781 // TODO: Reject quads outside of the clip 782 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 783 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 784 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 785 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 786 787 numQuads++; 788 789 if (numQuads >= REGION_MESH_QUAD_COUNT) { 790 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 791 numQuads = 0; 792 mesh = mCaches.getRegionMesh(); 793 } 794 } 795 796 if (numQuads > 0) { 797 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 798 } 799 800 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 801 finishDrawTexture(); 802 803#if DEBUG_LAYERS_AS_REGIONS 804 drawRegionRects(layer->region); 805#endif 806 807 layer->region.clear(); 808 } 809#else 810 composeLayerRect(layer, rect); 811#endif 812} 813 814void OpenGLRenderer::drawRegionRects(const Region& region) { 815#if DEBUG_LAYERS_AS_REGIONS 816 size_t count; 817 const android::Rect* rects = region.getArray(&count); 818 819 uint32_t colors[] = { 820 0x7fff0000, 0x7f00ff00, 821 0x7f0000ff, 0x7fff00ff, 822 }; 823 824 int offset = 0; 825 int32_t top = rects[0].top; 826 827 for (size_t i = 0; i < count; i++) { 828 if (top != rects[i].top) { 829 offset ^= 0x2; 830 top = rects[i].top; 831 } 832 833 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 834 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 835 SkXfermode::kSrcOver_Mode); 836 } 837#endif 838} 839 840void OpenGLRenderer::dirtyLayer(const float left, const float top, 841 const float right, const float bottom, const mat4 transform) { 842#if RENDER_LAYERS_AS_REGIONS 843 if (hasLayer()) { 844 Rect bounds(left, top, right, bottom); 845 transform.mapRect(bounds); 846 dirtyLayerUnchecked(bounds, getRegion()); 847 } 848#endif 849} 850 851void OpenGLRenderer::dirtyLayer(const float left, const float top, 852 const float right, const float bottom) { 853#if RENDER_LAYERS_AS_REGIONS 854 if (hasLayer()) { 855 Rect bounds(left, top, right, bottom); 856 dirtyLayerUnchecked(bounds, getRegion()); 857 } 858#endif 859} 860 861void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 862#if RENDER_LAYERS_AS_REGIONS 863 if (bounds.intersect(*mSnapshot->clipRect)) { 864 bounds.snapToPixelBoundaries(); 865 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 866 if (!dirty.isEmpty()) { 867 region->orSelf(dirty); 868 } 869 } 870#endif 871} 872 873void OpenGLRenderer::clearLayerRegions() { 874 const size_t count = mLayers.size(); 875 if (count == 0) return; 876 877 if (!mSnapshot->isIgnored()) { 878 // Doing several glScissor/glClear here can negatively impact 879 // GPUs with a tiler architecture, instead we draw quads with 880 // the Clear blending mode 881 882 // The list contains bounds that have already been clipped 883 // against their initial clip rect, and the current clip 884 // is likely different so we need to disable clipping here 885 glDisable(GL_SCISSOR_TEST); 886 887 Vertex mesh[count * 6]; 888 Vertex* vertex = mesh; 889 890 for (uint32_t i = 0; i < count; i++) { 891 Rect* bounds = mLayers.itemAt(i); 892 893 Vertex::set(vertex++, bounds->left, bounds->bottom); 894 Vertex::set(vertex++, bounds->left, bounds->top); 895 Vertex::set(vertex++, bounds->right, bounds->top); 896 Vertex::set(vertex++, bounds->left, bounds->bottom); 897 Vertex::set(vertex++, bounds->right, bounds->top); 898 Vertex::set(vertex++, bounds->right, bounds->bottom); 899 900 delete bounds; 901 } 902 903 setupDraw(false); 904 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 905 setupDrawBlending(true, SkXfermode::kClear_Mode); 906 setupDrawProgram(); 907 setupDrawPureColorUniforms(); 908 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 909 910 mCaches.unbindMeshBuffer(); 911 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 912 gVertexStride, &mesh[0].position[0]); 913 glDrawArrays(GL_TRIANGLES, 0, count * 6); 914 915 glEnable(GL_SCISSOR_TEST); 916 } else { 917 for (uint32_t i = 0; i < count; i++) { 918 delete mLayers.itemAt(i); 919 } 920 } 921 922 mLayers.clear(); 923} 924 925/////////////////////////////////////////////////////////////////////////////// 926// Transforms 927/////////////////////////////////////////////////////////////////////////////// 928 929void OpenGLRenderer::translate(float dx, float dy) { 930 mSnapshot->transform->translate(dx, dy, 0.0f); 931} 932 933void OpenGLRenderer::rotate(float degrees) { 934 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 935} 936 937void OpenGLRenderer::scale(float sx, float sy) { 938 mSnapshot->transform->scale(sx, sy, 1.0f); 939} 940 941void OpenGLRenderer::skew(float sx, float sy) { 942 mSnapshot->transform->skew(sx, sy); 943} 944 945void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 946 if (matrix) { 947 mSnapshot->transform->load(*matrix); 948 } else { 949 mSnapshot->transform->loadIdentity(); 950 } 951} 952 953void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 954 mSnapshot->transform->copyTo(*matrix); 955} 956 957void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 958 SkMatrix transform; 959 mSnapshot->transform->copyTo(transform); 960 transform.preConcat(*matrix); 961 mSnapshot->transform->load(transform); 962} 963 964/////////////////////////////////////////////////////////////////////////////// 965// Clipping 966/////////////////////////////////////////////////////////////////////////////// 967 968void OpenGLRenderer::setScissorFromClip() { 969 Rect clip(*mSnapshot->clipRect); 970 clip.snapToPixelBoundaries(); 971 glScissor(clip.left, mSnapshot->height - clip.bottom, clip.getWidth(), clip.getHeight()); 972 mDirtyClip = false; 973} 974 975const Rect& OpenGLRenderer::getClipBounds() { 976 return mSnapshot->getLocalClip(); 977} 978 979bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 980 if (mSnapshot->isIgnored()) { 981 return true; 982 } 983 984 Rect r(left, top, right, bottom); 985 mSnapshot->transform->mapRect(r); 986 r.snapToPixelBoundaries(); 987 988 Rect clipRect(*mSnapshot->clipRect); 989 clipRect.snapToPixelBoundaries(); 990 991 return !clipRect.intersects(r); 992} 993 994bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 995 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 996 if (clipped) { 997 dirtyClip(); 998 } 999 return !mSnapshot->clipRect->isEmpty(); 1000} 1001 1002/////////////////////////////////////////////////////////////////////////////// 1003// Drawing commands 1004/////////////////////////////////////////////////////////////////////////////// 1005 1006void OpenGLRenderer::setupDraw(bool clear) { 1007 if (clear) clearLayerRegions(); 1008 if (mDirtyClip) { 1009 setScissorFromClip(); 1010 } 1011 mDescription.reset(); 1012 mSetShaderColor = false; 1013 mColorSet = false; 1014 mColorA = mColorR = mColorG = mColorB = 0.0f; 1015 mTextureUnit = 0; 1016 mTrackDirtyRegions = true; 1017 mTexCoordsSlot = -1; 1018} 1019 1020void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1021 mDescription.hasTexture = true; 1022 mDescription.hasAlpha8Texture = isAlpha8; 1023} 1024 1025void OpenGLRenderer::setupDrawWithExternalTexture() { 1026 mDescription.hasExternalTexture = true; 1027} 1028 1029void OpenGLRenderer::setupDrawAALine() { 1030 mDescription.isAA = true; 1031} 1032 1033void OpenGLRenderer::setupDrawPoint(float pointSize) { 1034 mDescription.isPoint = true; 1035 mDescription.pointSize = pointSize; 1036} 1037 1038void OpenGLRenderer::setupDrawColor(int color) { 1039 setupDrawColor(color, (color >> 24) & 0xFF); 1040} 1041 1042void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1043 mColorA = alpha / 255.0f; 1044 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1045 // the rgb values by a instead of also dividing by 255 1046 const float a = mColorA / 255.0f; 1047 mColorR = a * ((color >> 16) & 0xFF); 1048 mColorG = a * ((color >> 8) & 0xFF); 1049 mColorB = a * ((color ) & 0xFF); 1050 mColorSet = true; 1051 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1052} 1053 1054void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1055 mColorA = alpha / 255.0f; 1056 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1057 // the rgb values by a instead of also dividing by 255 1058 const float a = mColorA / 255.0f; 1059 mColorR = a * ((color >> 16) & 0xFF); 1060 mColorG = a * ((color >> 8) & 0xFF); 1061 mColorB = a * ((color ) & 0xFF); 1062 mColorSet = true; 1063 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1064} 1065 1066void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1067 mColorA = a; 1068 mColorR = r; 1069 mColorG = g; 1070 mColorB = b; 1071 mColorSet = true; 1072 mSetShaderColor = mDescription.setColor(r, g, b, a); 1073} 1074 1075void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 1076 mColorA = a; 1077 mColorR = r; 1078 mColorG = g; 1079 mColorB = b; 1080 mColorSet = true; 1081 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 1082} 1083 1084void OpenGLRenderer::setupDrawShader() { 1085 if (mShader) { 1086 mShader->describe(mDescription, mCaches.extensions); 1087 } 1088} 1089 1090void OpenGLRenderer::setupDrawColorFilter() { 1091 if (mColorFilter) { 1092 mColorFilter->describe(mDescription, mCaches.extensions); 1093 } 1094} 1095 1096void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1097 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1098 mColorA = 1.0f; 1099 mColorR = mColorG = mColorB = 0.0f; 1100 mSetShaderColor = mDescription.modulate = true; 1101 } 1102} 1103 1104void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1105 // When the blending mode is kClear_Mode, we need to use a modulate color 1106 // argb=1,0,0,0 1107 accountForClear(mode); 1108 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1109 mDescription, swapSrcDst); 1110} 1111 1112void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1113 // When the blending mode is kClear_Mode, we need to use a modulate color 1114 // argb=1,0,0,0 1115 accountForClear(mode); 1116 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1117 mDescription, swapSrcDst); 1118} 1119 1120void OpenGLRenderer::setupDrawProgram() { 1121 useProgram(mCaches.programCache.get(mDescription)); 1122} 1123 1124void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1125 mTrackDirtyRegions = false; 1126} 1127 1128void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1129 bool ignoreTransform) { 1130 mModelView.loadTranslate(left, top, 0.0f); 1131 if (!ignoreTransform) { 1132 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1133 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1134 } else { 1135 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1136 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1137 } 1138} 1139 1140void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1141 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1142} 1143 1144void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1145 bool ignoreTransform, bool ignoreModelView) { 1146 if (!ignoreModelView) { 1147 mModelView.loadTranslate(left, top, 0.0f); 1148 mModelView.scale(right - left, bottom - top, 1.0f); 1149 } else { 1150 mModelView.loadIdentity(); 1151 } 1152 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1153 if (!ignoreTransform) { 1154 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1155 if (mTrackDirtyRegions && dirty) { 1156 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1157 } 1158 } else { 1159 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1160 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1161 } 1162} 1163 1164void OpenGLRenderer::setupDrawPointUniforms() { 1165 int slot = mCaches.currentProgram->getUniform("pointSize"); 1166 glUniform1f(slot, mDescription.pointSize); 1167} 1168 1169void OpenGLRenderer::setupDrawColorUniforms() { 1170 if (mColorSet || (mShader && mSetShaderColor)) { 1171 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1172 } 1173} 1174 1175void OpenGLRenderer::setupDrawPureColorUniforms() { 1176 if (mSetShaderColor) { 1177 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1178 } 1179} 1180 1181void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1182 if (mShader) { 1183 if (ignoreTransform) { 1184 mModelView.loadInverse(*mSnapshot->transform); 1185 } 1186 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1187 } 1188} 1189 1190void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1191 if (mShader) { 1192 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1193 } 1194} 1195 1196void OpenGLRenderer::setupDrawColorFilterUniforms() { 1197 if (mColorFilter) { 1198 mColorFilter->setupProgram(mCaches.currentProgram); 1199 } 1200} 1201 1202void OpenGLRenderer::setupDrawSimpleMesh() { 1203 mCaches.bindMeshBuffer(); 1204 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1205 gMeshStride, 0); 1206} 1207 1208void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1209 bindTexture(texture); 1210 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1211 1212 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1213 glEnableVertexAttribArray(mTexCoordsSlot); 1214} 1215 1216void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1217 bindExternalTexture(texture); 1218 glUniform1i(mCaches.currentProgram->getUniform("sampler"), mTextureUnit++); 1219 1220 mTexCoordsSlot = mCaches.currentProgram->getAttrib("texCoords"); 1221 glEnableVertexAttribArray(mTexCoordsSlot); 1222} 1223 1224void OpenGLRenderer::setupDrawTextureTransform() { 1225 mDescription.hasTextureTransform = true; 1226} 1227 1228void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1229 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1230 GL_FALSE, &transform.data[0]); 1231} 1232 1233void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1234 if (!vertices) { 1235 mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1236 } else { 1237 mCaches.unbindMeshBuffer(); 1238 } 1239 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1240 gMeshStride, vertices); 1241 if (mTexCoordsSlot >= 0) { 1242 glVertexAttribPointer(mTexCoordsSlot, 2, GL_FLOAT, GL_FALSE, gMeshStride, texCoords); 1243 } 1244} 1245 1246void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1247 mCaches.unbindMeshBuffer(); 1248 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1249 gVertexStride, vertices); 1250} 1251 1252/** 1253 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1254 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1255 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1256 * attributes (one per vertex) are values from zero to one that tells the fragment 1257 * shader where the fragment is in relation to the line width/length overall; these values are 1258 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1259 * region of the line. 1260 * Note that we only pass down the width values in this setup function. The length coordinates 1261 * are set up for each individual segment. 1262 */ 1263void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1264 GLvoid* lengthCoords, float boundaryWidthProportion) { 1265 mCaches.unbindMeshBuffer(); 1266 glVertexAttribPointer(mCaches.currentProgram->position, 2, GL_FLOAT, GL_FALSE, 1267 gAAVertexStride, vertices); 1268 int widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1269 glEnableVertexAttribArray(widthSlot); 1270 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1271 int lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1272 glEnableVertexAttribArray(lengthSlot); 1273 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1274 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1275 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1276 // Setting the inverse value saves computations per-fragment in the shader 1277 int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1278 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1279} 1280 1281void OpenGLRenderer::finishDrawTexture() { 1282 glDisableVertexAttribArray(mTexCoordsSlot); 1283} 1284 1285/////////////////////////////////////////////////////////////////////////////// 1286// Drawing 1287/////////////////////////////////////////////////////////////////////////////// 1288 1289bool OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height, 1290 Rect& dirty, uint32_t level) { 1291 if (quickReject(0.0f, 0.0f, width, height)) { 1292 return false; 1293 } 1294 1295 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1296 // will be performed by the display list itself 1297 if (displayList && displayList->isRenderable()) { 1298 return displayList->replay(*this, dirty, level); 1299 } 1300 1301 return false; 1302} 1303 1304void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1305 if (displayList) { 1306 displayList->output(*this, level); 1307 } 1308} 1309 1310void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1311 int alpha; 1312 SkXfermode::Mode mode; 1313 getAlphaAndMode(paint, &alpha, &mode); 1314 1315 float x = left; 1316 float y = top; 1317 1318 GLenum filter = GL_LINEAR; 1319 bool ignoreTransform = false; 1320 if (mSnapshot->transform->isPureTranslate()) { 1321 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1322 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1323 ignoreTransform = true; 1324 filter = GL_NEAREST; 1325 } else { 1326 filter = FILTER(paint); 1327 } 1328 1329 setupDraw(); 1330 setupDrawWithTexture(true); 1331 if (paint) { 1332 setupDrawAlpha8Color(paint->getColor(), alpha); 1333 } 1334 setupDrawColorFilter(); 1335 setupDrawShader(); 1336 setupDrawBlending(true, mode); 1337 setupDrawProgram(); 1338 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1339 1340 setupDrawTexture(texture->id); 1341 texture->setWrap(GL_CLAMP_TO_EDGE); 1342 texture->setFilter(filter); 1343 1344 setupDrawPureColorUniforms(); 1345 setupDrawColorFilterUniforms(); 1346 setupDrawShaderUniforms(); 1347 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1348 1349 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1350 1351 finishDrawTexture(); 1352} 1353 1354void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1355 const float right = left + bitmap->width(); 1356 const float bottom = top + bitmap->height(); 1357 1358 if (quickReject(left, top, right, bottom)) { 1359 return; 1360 } 1361 1362 glActiveTexture(gTextureUnits[0]); 1363 Texture* texture = mCaches.textureCache.get(bitmap); 1364 if (!texture) return; 1365 const AutoTexture autoCleanup(texture); 1366 1367 if (bitmap->getConfig() == SkBitmap::kA8_Config) { 1368 drawAlphaBitmap(texture, left, top, paint); 1369 } else { 1370 drawTextureRect(left, top, right, bottom, texture, paint); 1371 } 1372} 1373 1374void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1375 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1376 const mat4 transform(*matrix); 1377 transform.mapRect(r); 1378 1379 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1380 return; 1381 } 1382 1383 glActiveTexture(gTextureUnits[0]); 1384 Texture* texture = mCaches.textureCache.get(bitmap); 1385 if (!texture) return; 1386 const AutoTexture autoCleanup(texture); 1387 1388 // This could be done in a cheaper way, all we need is pass the matrix 1389 // to the vertex shader. The save/restore is a bit overkill. 1390 save(SkCanvas::kMatrix_SaveFlag); 1391 concatMatrix(matrix); 1392 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1393 restore(); 1394} 1395 1396void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1397 float* vertices, int* colors, SkPaint* paint) { 1398 // TODO: Do a quickReject 1399 if (!vertices || mSnapshot->isIgnored()) { 1400 return; 1401 } 1402 1403 glActiveTexture(gTextureUnits[0]); 1404 Texture* texture = mCaches.textureCache.get(bitmap); 1405 if (!texture) return; 1406 const AutoTexture autoCleanup(texture); 1407 1408 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1409 texture->setFilter(FILTER(paint), true); 1410 1411 int alpha; 1412 SkXfermode::Mode mode; 1413 getAlphaAndMode(paint, &alpha, &mode); 1414 1415 const uint32_t count = meshWidth * meshHeight * 6; 1416 1417 float left = FLT_MAX; 1418 float top = FLT_MAX; 1419 float right = FLT_MIN; 1420 float bottom = FLT_MIN; 1421 1422#if RENDER_LAYERS_AS_REGIONS 1423 bool hasActiveLayer = hasLayer(); 1424#else 1425 bool hasActiveLayer = false; 1426#endif 1427 1428 // TODO: Support the colors array 1429 TextureVertex mesh[count]; 1430 TextureVertex* vertex = mesh; 1431 for (int32_t y = 0; y < meshHeight; y++) { 1432 for (int32_t x = 0; x < meshWidth; x++) { 1433 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1434 1435 float u1 = float(x) / meshWidth; 1436 float u2 = float(x + 1) / meshWidth; 1437 float v1 = float(y) / meshHeight; 1438 float v2 = float(y + 1) / meshHeight; 1439 1440 int ax = i + (meshWidth + 1) * 2; 1441 int ay = ax + 1; 1442 int bx = i; 1443 int by = bx + 1; 1444 int cx = i + 2; 1445 int cy = cx + 1; 1446 int dx = i + (meshWidth + 1) * 2 + 2; 1447 int dy = dx + 1; 1448 1449 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1450 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1451 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1452 1453 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1454 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1455 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1456 1457#if RENDER_LAYERS_AS_REGIONS 1458 if (hasActiveLayer) { 1459 // TODO: This could be optimized to avoid unnecessary ops 1460 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1461 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1462 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1463 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1464 } 1465#endif 1466 } 1467 } 1468 1469#if RENDER_LAYERS_AS_REGIONS 1470 if (hasActiveLayer) { 1471 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1472 } 1473#endif 1474 1475 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1476 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1477 GL_TRIANGLES, count, false, false, 0, false, false); 1478} 1479 1480void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1481 float srcLeft, float srcTop, float srcRight, float srcBottom, 1482 float dstLeft, float dstTop, float dstRight, float dstBottom, 1483 SkPaint* paint) { 1484 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1485 return; 1486 } 1487 1488 glActiveTexture(gTextureUnits[0]); 1489 Texture* texture = mCaches.textureCache.get(bitmap); 1490 if (!texture) return; 1491 const AutoTexture autoCleanup(texture); 1492 1493 const float width = texture->width; 1494 const float height = texture->height; 1495 1496 const float u1 = fmax(0.0f, srcLeft / width); 1497 const float v1 = fmax(0.0f, srcTop / height); 1498 const float u2 = fmin(1.0f, srcRight / width); 1499 const float v2 = fmin(1.0f, srcBottom / height); 1500 1501 mCaches.unbindMeshBuffer(); 1502 resetDrawTextureTexCoords(u1, v1, u2, v2); 1503 1504 int alpha; 1505 SkXfermode::Mode mode; 1506 getAlphaAndMode(paint, &alpha, &mode); 1507 1508 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1509 1510 if (mSnapshot->transform->isPureTranslate()) { 1511 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1512 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1513 1514 GLenum filter = GL_NEAREST; 1515 // Enable linear filtering if the source rectangle is scaled 1516 if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) { 1517 filter = FILTER(paint); 1518 } 1519 1520 texture->setFilter(filter, true); 1521 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1522 texture->id, alpha / 255.0f, mode, texture->blend, 1523 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1524 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1525 } else { 1526 texture->setFilter(FILTER(paint), true); 1527 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1528 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1529 GL_TRIANGLE_STRIP, gMeshCount); 1530 } 1531 1532 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1533} 1534 1535void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1536 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1537 float left, float top, float right, float bottom, SkPaint* paint) { 1538 if (quickReject(left, top, right, bottom)) { 1539 return; 1540 } 1541 1542 glActiveTexture(gTextureUnits[0]); 1543 Texture* texture = mCaches.textureCache.get(bitmap); 1544 if (!texture) return; 1545 const AutoTexture autoCleanup(texture); 1546 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1547 texture->setFilter(GL_LINEAR, true); 1548 1549 int alpha; 1550 SkXfermode::Mode mode; 1551 getAlphaAndMode(paint, &alpha, &mode); 1552 1553 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1554 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1555 1556 if (mesh && mesh->verticesCount > 0) { 1557 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1558#if RENDER_LAYERS_AS_REGIONS 1559 // Mark the current layer dirty where we are going to draw the patch 1560 if (hasLayer() && mesh->hasEmptyQuads) { 1561 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1562 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1563 const size_t count = mesh->quads.size(); 1564 for (size_t i = 0; i < count; i++) { 1565 const Rect& bounds = mesh->quads.itemAt(i); 1566 if (pureTranslate) { 1567 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1568 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1569 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1570 } else { 1571 dirtyLayer(left + bounds.left, top + bounds.top, 1572 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1573 } 1574 } 1575 } 1576#endif 1577 1578 if (pureTranslate) { 1579 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1580 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1581 1582 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1583 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1584 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1585 true, !mesh->hasEmptyQuads); 1586 } else { 1587 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1588 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1589 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1590 true, !mesh->hasEmptyQuads); 1591 } 1592 } 1593} 1594 1595/** 1596 * This function uses a similar approach to that of AA lines in the drawLines() function. 1597 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment 1598 * shader to compute the translucency of the color, determined by whether a given pixel is 1599 * within that boundary region and how far into the region it is. 1600 */ 1601void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom, 1602 int color, SkXfermode::Mode mode) { 1603 float inverseScaleX = 1.0f; 1604 float inverseScaleY = 1.0f; 1605 // The quad that we use needs to account for scaling. 1606 if (!mSnapshot->transform->isPureTranslate()) { 1607 Matrix4 *mat = mSnapshot->transform; 1608 float m00 = mat->data[Matrix4::kScaleX]; 1609 float m01 = mat->data[Matrix4::kSkewY]; 1610 float m02 = mat->data[2]; 1611 float m10 = mat->data[Matrix4::kSkewX]; 1612 float m11 = mat->data[Matrix4::kScaleX]; 1613 float m12 = mat->data[6]; 1614 float scaleX = sqrt(m00 * m00 + m01 * m01); 1615 float scaleY = sqrt(m10 * m10 + m11 * m11); 1616 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1617 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1618 } 1619 1620 setupDraw(); 1621 setupDrawAALine(); 1622 setupDrawColor(color); 1623 setupDrawColorFilter(); 1624 setupDrawShader(); 1625 setupDrawBlending(true, mode); 1626 setupDrawProgram(); 1627 setupDrawModelViewIdentity(true); 1628 setupDrawColorUniforms(); 1629 setupDrawColorFilterUniforms(); 1630 setupDrawShaderIdentityUniforms(); 1631 1632 AAVertex rects[4]; 1633 AAVertex* aaVertices = &rects[0]; 1634 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1635 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1636 1637 float boundarySizeX = .5 * inverseScaleX; 1638 float boundarySizeY = .5 * inverseScaleY; 1639 1640 // Adjust the rect by the AA boundary padding 1641 left -= boundarySizeX; 1642 right += boundarySizeX; 1643 top -= boundarySizeY; 1644 bottom += boundarySizeY; 1645 1646 float width = right - left; 1647 float height = bottom - top; 1648 1649 float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0; 1650 float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0; 1651 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); 1652 int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1653 int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1654 glUniform1f(boundaryLengthSlot, boundaryHeightProportion); 1655 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryHeightProportion)); 1656 1657 if (!quickReject(left, top, right, bottom)) { 1658 AAVertex::set(aaVertices++, left, bottom, 1, 1); 1659 AAVertex::set(aaVertices++, left, top, 1, 0); 1660 AAVertex::set(aaVertices++, right, bottom, 0, 1); 1661 AAVertex::set(aaVertices++, right, top, 0, 0); 1662 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1663 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 1664 } 1665} 1666 1667/** 1668 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1669 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1670 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1671 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 1672 * of the line. Hairlines are more involved because we need to account for transform scaling 1673 * to end up with a one-pixel-wide line in screen space.. 1674 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 1675 * in combination with values that we calculate and pass down in this method. The basic approach 1676 * is that the quad we create contains both the core line area plus a bounding area in which 1677 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 1678 * proportion of the width and the length of a given segment is represented by the boundary 1679 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 1680 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 1681 * on the inside). This ends up giving the result we want, with pixels that are completely 1682 * 'inside' the line area being filled opaquely and the other pixels being filled according to 1683 * how far into the boundary region they are, which is determined by shader interpolation. 1684 */ 1685void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1686 if (mSnapshot->isIgnored()) return; 1687 1688 const bool isAA = paint->isAntiAlias(); 1689 // We use half the stroke width here because we're going to position the quad 1690 // corner vertices half of the width away from the line endpoints 1691 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 1692 // A stroke width of 0 has a special meaning in Skia: 1693 // it draws a line 1 px wide regardless of current transform 1694 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1695 float inverseScaleX = 1.0f; 1696 float inverseScaleY = 1.0f; 1697 bool scaled = false; 1698 int alpha; 1699 SkXfermode::Mode mode; 1700 int generatedVerticesCount = 0; 1701 int verticesCount = count; 1702 if (count > 4) { 1703 // Polyline: account for extra vertices needed for continuous tri-strip 1704 verticesCount += (count - 4); 1705 } 1706 1707 if (isHairLine || isAA) { 1708 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 1709 // the line on the screen should always be one pixel wide regardless of scale. For 1710 // AA lines, we only want one pixel of translucent boundary around the quad. 1711 if (!mSnapshot->transform->isPureTranslate()) { 1712 Matrix4 *mat = mSnapshot->transform; 1713 float m00 = mat->data[Matrix4::kScaleX]; 1714 float m01 = mat->data[Matrix4::kSkewY]; 1715 float m02 = mat->data[2]; 1716 float m10 = mat->data[Matrix4::kSkewX]; 1717 float m11 = mat->data[Matrix4::kScaleX]; 1718 float m12 = mat->data[6]; 1719 float scaleX = sqrt(m00*m00 + m01*m01); 1720 float scaleY = sqrt(m10*m10 + m11*m11); 1721 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1722 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1723 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 1724 scaled = true; 1725 } 1726 } 1727 } 1728 1729 getAlphaAndMode(paint, &alpha, &mode); 1730 setupDraw(); 1731 if (isAA) { 1732 setupDrawAALine(); 1733 } 1734 setupDrawColor(paint->getColor(), alpha); 1735 setupDrawColorFilter(); 1736 setupDrawShader(); 1737 if (isAA) { 1738 setupDrawBlending(true, mode); 1739 } else { 1740 setupDrawBlending(mode); 1741 } 1742 setupDrawProgram(); 1743 setupDrawModelViewIdentity(true); 1744 setupDrawColorUniforms(); 1745 setupDrawColorFilterUniforms(); 1746 setupDrawShaderIdentityUniforms(); 1747 1748 if (isHairLine) { 1749 // Set a real stroke width to be used in quad construction 1750 halfStrokeWidth = isAA? 1 : .5; 1751 } else if (isAA && !scaled) { 1752 // Expand boundary to enable AA calculations on the quad border 1753 halfStrokeWidth += .5f; 1754 } 1755 Vertex lines[verticesCount]; 1756 Vertex* vertices = &lines[0]; 1757 AAVertex wLines[verticesCount]; 1758 AAVertex* aaVertices = &wLines[0]; 1759 if (!isAA) { 1760 setupDrawVertices(vertices); 1761 } else { 1762 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1763 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1764 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 1765 // AA stroke width (the base stroke width expanded by a half pixel on either side). 1766 // This value is used in the fragment shader to determine how to fill fragments. 1767 // We will need to calculate the actual width proportion on each segment for 1768 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 1769 float boundaryWidthProportion = 1 / (2 * halfStrokeWidth); 1770 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); 1771 } 1772 1773 AAVertex* prevAAVertex = NULL; 1774 Vertex* prevVertex = NULL; 1775 1776 int boundaryLengthSlot = -1; 1777 int inverseBoundaryLengthSlot = -1; 1778 int boundaryWidthSlot = -1; 1779 int inverseBoundaryWidthSlot = -1; 1780 for (int i = 0; i < count; i += 4) { 1781 // a = start point, b = end point 1782 vec2 a(points[i], points[i + 1]); 1783 vec2 b(points[i + 2], points[i + 3]); 1784 float length = 0; 1785 float boundaryLengthProportion = 0; 1786 float boundaryWidthProportion = 0; 1787 1788 // Find the normal to the line 1789 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 1790 if (isHairLine) { 1791 if (isAA) { 1792 float wideningFactor; 1793 if (fabs(n.x) >= fabs(n.y)) { 1794 wideningFactor = fabs(1.0f / n.x); 1795 } else { 1796 wideningFactor = fabs(1.0f / n.y); 1797 } 1798 n *= wideningFactor; 1799 } 1800 if (scaled) { 1801 n.x *= inverseScaleX; 1802 n.y *= inverseScaleY; 1803 } 1804 } else if (scaled) { 1805 // Extend n by .5 pixel on each side, post-transform 1806 vec2 extendedN = n.copyNormalized(); 1807 extendedN /= 2; 1808 extendedN.x *= inverseScaleX; 1809 extendedN.y *= inverseScaleY; 1810 float extendedNLength = extendedN.length(); 1811 // We need to set this value on the shader prior to drawing 1812 boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength); 1813 n += extendedN; 1814 } 1815 float x = n.x; 1816 n.x = -n.y; 1817 n.y = x; 1818 1819 // aa lines expand the endpoint vertices to encompass the AA boundary 1820 if (isAA) { 1821 vec2 abVector = (b - a); 1822 length = abVector.length(); 1823 abVector.normalize(); 1824 if (scaled) { 1825 abVector.x *= inverseScaleX; 1826 abVector.y *= inverseScaleY; 1827 float abLength = abVector.length(); 1828 boundaryLengthProportion = abLength / (length + abLength); 1829 } else { 1830 boundaryLengthProportion = .5 / (length + 1); 1831 } 1832 abVector /= 2; 1833 a -= abVector; 1834 b += abVector; 1835 } 1836 1837 // Four corners of the rectangle defining a thick line 1838 vec2 p1 = a - n; 1839 vec2 p2 = a + n; 1840 vec2 p3 = b + n; 1841 vec2 p4 = b - n; 1842 1843 1844 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1845 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1846 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1847 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1848 1849 if (!quickReject(left, top, right, bottom)) { 1850 if (!isAA) { 1851 if (prevVertex != NULL) { 1852 // Issue two repeat vertices to create degenerate triangles to bridge 1853 // between the previous line and the new one. This is necessary because 1854 // we are creating a single triangle_strip which will contain 1855 // potentially discontinuous line segments. 1856 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 1857 Vertex::set(vertices++, p1.x, p1.y); 1858 generatedVerticesCount += 2; 1859 } 1860 Vertex::set(vertices++, p1.x, p1.y); 1861 Vertex::set(vertices++, p2.x, p2.y); 1862 Vertex::set(vertices++, p4.x, p4.y); 1863 Vertex::set(vertices++, p3.x, p3.y); 1864 prevVertex = vertices - 1; 1865 generatedVerticesCount += 4; 1866 } else { 1867 if (!isHairLine && scaled) { 1868 // Must set width proportions per-segment for scaled non-hairlines to use the 1869 // correct AA boundary dimensions 1870 if (boundaryWidthSlot < 0) { 1871 boundaryWidthSlot = 1872 mCaches.currentProgram->getUniform("boundaryWidth"); 1873 inverseBoundaryWidthSlot = 1874 mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1875 } 1876 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1877 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1878 } 1879 if (boundaryLengthSlot < 0) { 1880 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1881 inverseBoundaryLengthSlot = 1882 mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1883 } 1884 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 1885 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion)); 1886 1887 if (prevAAVertex != NULL) { 1888 // Issue two repeat vertices to create degenerate triangles to bridge 1889 // between the previous line and the new one. This is necessary because 1890 // we are creating a single triangle_strip which will contain 1891 // potentially discontinuous line segments. 1892 AAVertex::set(aaVertices++,prevAAVertex->position[0], 1893 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 1894 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1895 generatedVerticesCount += 2; 1896 } 1897 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1898 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 1899 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 1900 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 1901 prevAAVertex = aaVertices - 1; 1902 generatedVerticesCount += 4; 1903 } 1904 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 1905 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 1906 *mSnapshot->transform); 1907 } 1908 } 1909 if (generatedVerticesCount > 0) { 1910 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 1911 } 1912} 1913 1914void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 1915 if (mSnapshot->isIgnored()) return; 1916 1917 // TODO: The paint's cap style defines whether the points are square or circular 1918 // TODO: Handle AA for round points 1919 1920 // A stroke width of 0 has a special meaning in Skia: 1921 // it draws an unscaled 1px point 1922 float strokeWidth = paint->getStrokeWidth(); 1923 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1924 if (isHairLine) { 1925 // Now that we know it's hairline, we can set the effective width, to be used later 1926 strokeWidth = 1.0f; 1927 } 1928 const float halfWidth = strokeWidth / 2; 1929 int alpha; 1930 SkXfermode::Mode mode; 1931 getAlphaAndMode(paint, &alpha, &mode); 1932 1933 int verticesCount = count >> 1; 1934 int generatedVerticesCount = 0; 1935 1936 TextureVertex pointsData[verticesCount]; 1937 TextureVertex* vertex = &pointsData[0]; 1938 1939 setupDraw(); 1940 setupDrawPoint(strokeWidth); 1941 setupDrawColor(paint->getColor(), alpha); 1942 setupDrawColorFilter(); 1943 setupDrawShader(); 1944 setupDrawBlending(mode); 1945 setupDrawProgram(); 1946 setupDrawModelViewIdentity(true); 1947 setupDrawColorUniforms(); 1948 setupDrawColorFilterUniforms(); 1949 setupDrawPointUniforms(); 1950 setupDrawShaderIdentityUniforms(); 1951 setupDrawMesh(vertex); 1952 1953 for (int i = 0; i < count; i += 2) { 1954 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1955 generatedVerticesCount++; 1956 float left = points[i] - halfWidth; 1957 float right = points[i] + halfWidth; 1958 float top = points[i + 1] - halfWidth; 1959 float bottom = points [i + 1] + halfWidth; 1960 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1961 } 1962 1963 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 1964} 1965 1966void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 1967 // No need to check against the clip, we fill the clip region 1968 if (mSnapshot->isIgnored()) return; 1969 1970 Rect& clip(*mSnapshot->clipRect); 1971 clip.snapToPixelBoundaries(); 1972 1973 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 1974} 1975 1976void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 1977 if (!texture) return; 1978 const AutoTexture autoCleanup(texture); 1979 1980 const float x = left + texture->left - texture->offset; 1981 const float y = top + texture->top - texture->offset; 1982 1983 drawPathTexture(texture, x, y, paint); 1984} 1985 1986void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 1987 float rx, float ry, SkPaint* paint) { 1988 if (mSnapshot->isIgnored()) return; 1989 1990 glActiveTexture(gTextureUnits[0]); 1991 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 1992 right - left, bottom - top, rx, ry, paint); 1993 drawShape(left, top, texture, paint); 1994} 1995 1996void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 1997 if (mSnapshot->isIgnored()) return; 1998 1999 glActiveTexture(gTextureUnits[0]); 2000 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 2001 drawShape(x - radius, y - radius, texture, paint); 2002} 2003 2004void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 2005 if (mSnapshot->isIgnored()) return; 2006 2007 glActiveTexture(gTextureUnits[0]); 2008 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 2009 drawShape(left, top, texture, paint); 2010} 2011 2012void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2013 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 2014 if (mSnapshot->isIgnored()) return; 2015 2016 if (fabs(sweepAngle) >= 360.0f) { 2017 drawOval(left, top, right, bottom, paint); 2018 return; 2019 } 2020 2021 glActiveTexture(gTextureUnits[0]); 2022 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2023 startAngle, sweepAngle, useCenter, paint); 2024 drawShape(left, top, texture, paint); 2025} 2026 2027void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 2028 SkPaint* paint) { 2029 if (mSnapshot->isIgnored()) return; 2030 2031 glActiveTexture(gTextureUnits[0]); 2032 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 2033 drawShape(left, top, texture, paint); 2034} 2035 2036void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2037 if (p->getStyle() != SkPaint::kFill_Style) { 2038 drawRectAsShape(left, top, right, bottom, p); 2039 return; 2040 } 2041 2042 if (quickReject(left, top, right, bottom)) { 2043 return; 2044 } 2045 2046 SkXfermode::Mode mode; 2047 if (!mCaches.extensions.hasFramebufferFetch()) { 2048 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 2049 if (!isMode) { 2050 // Assume SRC_OVER 2051 mode = SkXfermode::kSrcOver_Mode; 2052 } 2053 } else { 2054 mode = getXfermode(p->getXfermode()); 2055 } 2056 2057 int color = p->getColor(); 2058 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2059 drawAARect(left, top, right, bottom, color, mode); 2060 } else { 2061 drawColorRect(left, top, right, bottom, color, mode); 2062 } 2063} 2064 2065void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2066 float x, float y, SkPaint* paint, float length) { 2067 if (text == NULL || count == 0) { 2068 return; 2069 } 2070 if (mSnapshot->isIgnored()) return; 2071 2072 // TODO: We should probably make a copy of the paint instead of modifying 2073 // it; modifying the paint will change its generationID the first 2074 // time, which might impact caches. More investigation needed to 2075 // see if it matters. 2076 // If we make a copy, then drawTextDecorations() should *not* make 2077 // its own copy as it does right now. 2078 paint->setAntiAlias(true); 2079#if RENDER_TEXT_AS_GLYPHS 2080 paint->setTextEncoding(SkPaint::kGlyphID_TextEncoding); 2081#endif 2082 2083 switch (paint->getTextAlign()) { 2084 case SkPaint::kCenter_Align: 2085 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2086 x -= length / 2.0f; 2087 break; 2088 case SkPaint::kRight_Align: 2089 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2090 x -= length; 2091 break; 2092 default: 2093 break; 2094 } 2095 2096 SkPaint::FontMetrics metrics; 2097 paint->getFontMetrics(&metrics, 0.0f); 2098 if (quickReject(x, y + metrics.fTop, 2099 x + (length >= 0.0f ? length : INT_MAX / 2), y + metrics.fBottom)) { 2100 return; 2101 } 2102 2103 const float oldX = x; 2104 const float oldY = y; 2105 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2106 if (pureTranslate) { 2107 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2108 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2109 } 2110 2111 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2112#if DEBUG_GLYPHS 2113 LOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface())); 2114#endif 2115 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2116 paint->getTextSize()); 2117 2118 int alpha; 2119 SkXfermode::Mode mode; 2120 getAlphaAndMode(paint, &alpha, &mode); 2121 2122 if (mHasShadow) { 2123 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2124 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2125 paint, text, bytesCount, count, mShadowRadius); 2126 const AutoTexture autoCleanup(shadow); 2127 2128 const float sx = oldX - shadow->left + mShadowDx; 2129 const float sy = oldY - shadow->top + mShadowDy; 2130 2131 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 2132 int shadowColor = mShadowColor; 2133 if (mShader) { 2134 shadowColor = 0xffffffff; 2135 } 2136 2137 glActiveTexture(gTextureUnits[0]); 2138 setupDraw(); 2139 setupDrawWithTexture(true); 2140 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2141 setupDrawColorFilter(); 2142 setupDrawShader(); 2143 setupDrawBlending(true, mode); 2144 setupDrawProgram(); 2145 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2146 setupDrawTexture(shadow->id); 2147 setupDrawPureColorUniforms(); 2148 setupDrawColorFilterUniforms(); 2149 setupDrawShaderUniforms(); 2150 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2151 2152 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2153 2154 finishDrawTexture(); 2155 } 2156 2157 if (paint->getAlpha() == 0 && paint->getXfermode() == NULL) { 2158 return; 2159 } 2160 2161 // Pick the appropriate texture filtering 2162 bool linearFilter = mSnapshot->transform->changesBounds(); 2163 if (pureTranslate && !linearFilter) { 2164 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2165 } 2166 2167 glActiveTexture(gTextureUnits[0]); 2168 setupDraw(); 2169 setupDrawDirtyRegionsDisabled(); 2170 setupDrawWithTexture(true); 2171 setupDrawAlpha8Color(paint->getColor(), alpha); 2172 setupDrawColorFilter(); 2173 setupDrawShader(); 2174 setupDrawBlending(true, mode); 2175 setupDrawProgram(); 2176 setupDrawModelView(x, y, x, y, pureTranslate, true); 2177 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2178 setupDrawPureColorUniforms(); 2179 setupDrawColorFilterUniforms(); 2180 setupDrawShaderUniforms(pureTranslate); 2181 2182 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2183 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2184 2185#if RENDER_LAYERS_AS_REGIONS 2186 bool hasActiveLayer = hasLayer(); 2187#else 2188 bool hasActiveLayer = false; 2189#endif 2190 mCaches.unbindMeshBuffer(); 2191 2192 // Tell font renderer the locations of position and texture coord 2193 // attributes so it can bind its data properly 2194 int positionSlot = mCaches.currentProgram->position; 2195 fontRenderer.setAttributeBindingSlots(positionSlot, mTexCoordsSlot); 2196 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 2197 hasActiveLayer ? &bounds : NULL)) { 2198#if RENDER_LAYERS_AS_REGIONS 2199 if (hasActiveLayer) { 2200 if (!pureTranslate) { 2201 mSnapshot->transform->mapRect(bounds); 2202 } 2203 dirtyLayerUnchecked(bounds, getRegion()); 2204 } 2205#endif 2206 } 2207 2208 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 2209 glDisableVertexAttribArray(mCaches.currentProgram->getAttrib("texCoords")); 2210 2211 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2212} 2213 2214void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2215 if (mSnapshot->isIgnored()) return; 2216 2217 glActiveTexture(gTextureUnits[0]); 2218 2219 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2220 if (!texture) return; 2221 const AutoTexture autoCleanup(texture); 2222 2223 const float x = texture->left - texture->offset; 2224 const float y = texture->top - texture->offset; 2225 2226 drawPathTexture(texture, x, y, paint); 2227} 2228 2229void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2230 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 2231 return; 2232 } 2233 2234 glActiveTexture(gTextureUnits[0]); 2235 2236 int alpha; 2237 SkXfermode::Mode mode; 2238 getAlphaAndMode(paint, &alpha, &mode); 2239 2240 layer->setAlpha(alpha, mode); 2241 2242#if RENDER_LAYERS_AS_REGIONS 2243 if (!layer->region.isEmpty()) { 2244 if (layer->region.isRect()) { 2245 composeLayerRect(layer, layer->regionRect); 2246 } else if (layer->mesh) { 2247 const float a = alpha / 255.0f; 2248 const Rect& rect = layer->layer; 2249 2250 setupDraw(); 2251 setupDrawWithTexture(); 2252 setupDrawColor(a, a, a, a); 2253 setupDrawColorFilter(); 2254 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2255 setupDrawProgram(); 2256 setupDrawPureColorUniforms(); 2257 setupDrawColorFilterUniforms(); 2258 setupDrawTexture(layer->getTexture()); 2259 if (mSnapshot->transform->isPureTranslate()) { 2260 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2261 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2262 2263 layer->setFilter(GL_NEAREST); 2264 setupDrawModelViewTranslate(x, y, 2265 x + layer->layer.getWidth(), y + layer->layer.getHeight(), true); 2266 } else { 2267 layer->setFilter(GL_LINEAR); 2268 setupDrawModelViewTranslate(x, y, 2269 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2270 } 2271 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2272 2273 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2274 GL_UNSIGNED_SHORT, layer->meshIndices); 2275 2276 finishDrawTexture(); 2277 2278#if DEBUG_LAYERS_AS_REGIONS 2279 drawRegionRects(layer->region); 2280#endif 2281 } 2282 } 2283#else 2284 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2285 composeLayerRect(layer, r); 2286#endif 2287} 2288 2289/////////////////////////////////////////////////////////////////////////////// 2290// Shaders 2291/////////////////////////////////////////////////////////////////////////////// 2292 2293void OpenGLRenderer::resetShader() { 2294 mShader = NULL; 2295} 2296 2297void OpenGLRenderer::setupShader(SkiaShader* shader) { 2298 mShader = shader; 2299 if (mShader) { 2300 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2301 } 2302} 2303 2304/////////////////////////////////////////////////////////////////////////////// 2305// Color filters 2306/////////////////////////////////////////////////////////////////////////////// 2307 2308void OpenGLRenderer::resetColorFilter() { 2309 mColorFilter = NULL; 2310} 2311 2312void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2313 mColorFilter = filter; 2314} 2315 2316/////////////////////////////////////////////////////////////////////////////// 2317// Drop shadow 2318/////////////////////////////////////////////////////////////////////////////// 2319 2320void OpenGLRenderer::resetShadow() { 2321 mHasShadow = false; 2322} 2323 2324void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2325 mHasShadow = true; 2326 mShadowRadius = radius; 2327 mShadowDx = dx; 2328 mShadowDy = dy; 2329 mShadowColor = color; 2330} 2331 2332/////////////////////////////////////////////////////////////////////////////// 2333// Drawing implementation 2334/////////////////////////////////////////////////////////////////////////////// 2335 2336void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2337 float x, float y, SkPaint* paint) { 2338 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2339 return; 2340 } 2341 2342 int alpha; 2343 SkXfermode::Mode mode; 2344 getAlphaAndMode(paint, &alpha, &mode); 2345 2346 setupDraw(); 2347 setupDrawWithTexture(true); 2348 setupDrawAlpha8Color(paint->getColor(), alpha); 2349 setupDrawColorFilter(); 2350 setupDrawShader(); 2351 setupDrawBlending(true, mode); 2352 setupDrawProgram(); 2353 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2354 setupDrawTexture(texture->id); 2355 setupDrawPureColorUniforms(); 2356 setupDrawColorFilterUniforms(); 2357 setupDrawShaderUniforms(); 2358 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2359 2360 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2361 2362 finishDrawTexture(); 2363} 2364 2365// Same values used by Skia 2366#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2367#define kStdUnderline_Offset (1.0f / 9.0f) 2368#define kStdUnderline_Thickness (1.0f / 18.0f) 2369 2370void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2371 float x, float y, SkPaint* paint) { 2372 // Handle underline and strike-through 2373 uint32_t flags = paint->getFlags(); 2374 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2375 SkPaint paintCopy(*paint); 2376 float underlineWidth = length; 2377 // If length is > 0.0f, we already measured the text for the text alignment 2378 if (length <= 0.0f) { 2379 underlineWidth = paintCopy.measureText(text, bytesCount); 2380 } 2381 2382 float offsetX = 0; 2383 switch (paintCopy.getTextAlign()) { 2384 case SkPaint::kCenter_Align: 2385 offsetX = underlineWidth * 0.5f; 2386 break; 2387 case SkPaint::kRight_Align: 2388 offsetX = underlineWidth; 2389 break; 2390 default: 2391 break; 2392 } 2393 2394 if (underlineWidth > 0.0f) { 2395 const float textSize = paintCopy.getTextSize(); 2396 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2397 2398 const float left = x - offsetX; 2399 float top = 0.0f; 2400 2401 int linesCount = 0; 2402 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2403 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2404 2405 const int pointsCount = 4 * linesCount; 2406 float points[pointsCount]; 2407 int currentPoint = 0; 2408 2409 if (flags & SkPaint::kUnderlineText_Flag) { 2410 top = y + textSize * kStdUnderline_Offset; 2411 points[currentPoint++] = left; 2412 points[currentPoint++] = top; 2413 points[currentPoint++] = left + underlineWidth; 2414 points[currentPoint++] = top; 2415 } 2416 2417 if (flags & SkPaint::kStrikeThruText_Flag) { 2418 top = y + textSize * kStdStrikeThru_Offset; 2419 points[currentPoint++] = left; 2420 points[currentPoint++] = top; 2421 points[currentPoint++] = left + underlineWidth; 2422 points[currentPoint++] = top; 2423 } 2424 2425 paintCopy.setStrokeWidth(strokeWidth); 2426 2427 drawLines(&points[0], pointsCount, &paintCopy); 2428 } 2429 } 2430} 2431 2432void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2433 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2434 // If a shader is set, preserve only the alpha 2435 if (mShader) { 2436 color |= 0x00ffffff; 2437 } 2438 2439 setupDraw(); 2440 setupDrawColor(color); 2441 setupDrawShader(); 2442 setupDrawColorFilter(); 2443 setupDrawBlending(mode); 2444 setupDrawProgram(); 2445 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2446 setupDrawColorUniforms(); 2447 setupDrawShaderUniforms(ignoreTransform); 2448 setupDrawColorFilterUniforms(); 2449 setupDrawSimpleMesh(); 2450 2451 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2452} 2453 2454void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2455 Texture* texture, SkPaint* paint) { 2456 int alpha; 2457 SkXfermode::Mode mode; 2458 getAlphaAndMode(paint, &alpha, &mode); 2459 2460 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2461 2462 if (mSnapshot->transform->isPureTranslate()) { 2463 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2464 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2465 2466 texture->setFilter(GL_NEAREST, true); 2467 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2468 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2469 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2470 } else { 2471 texture->setFilter(FILTER(paint), true); 2472 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2473 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2474 GL_TRIANGLE_STRIP, gMeshCount); 2475 } 2476} 2477 2478void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2479 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2480 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2481 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2482} 2483 2484void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2485 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2486 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2487 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2488 2489 setupDraw(); 2490 setupDrawWithTexture(); 2491 setupDrawColor(alpha, alpha, alpha, alpha); 2492 setupDrawColorFilter(); 2493 setupDrawBlending(blend, mode, swapSrcDst); 2494 setupDrawProgram(); 2495 if (!dirty) { 2496 setupDrawDirtyRegionsDisabled(); 2497 } 2498 if (!ignoreScale) { 2499 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2500 } else { 2501 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2502 } 2503 setupDrawPureColorUniforms(); 2504 setupDrawColorFilterUniforms(); 2505 setupDrawTexture(texture); 2506 setupDrawMesh(vertices, texCoords, vbo); 2507 2508 glDrawArrays(drawMode, 0, elementsCount); 2509 2510 finishDrawTexture(); 2511} 2512 2513void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2514 ProgramDescription& description, bool swapSrcDst) { 2515 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2516 if (blend) { 2517 if (mode <= SkXfermode::kScreen_Mode) { 2518 if (!mCaches.blend) { 2519 glEnable(GL_BLEND); 2520 } 2521 2522 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2523 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2524 2525 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2526 glBlendFunc(sourceMode, destMode); 2527 mCaches.lastSrcMode = sourceMode; 2528 mCaches.lastDstMode = destMode; 2529 } 2530 } else { 2531 // These blend modes are not supported by OpenGL directly and have 2532 // to be implemented using shaders. Since the shader will perform 2533 // the blending, turn blending off here 2534 if (mCaches.extensions.hasFramebufferFetch()) { 2535 description.framebufferMode = mode; 2536 description.swapSrcDst = swapSrcDst; 2537 } 2538 2539 if (mCaches.blend) { 2540 glDisable(GL_BLEND); 2541 } 2542 blend = false; 2543 } 2544 } else if (mCaches.blend) { 2545 glDisable(GL_BLEND); 2546 } 2547 mCaches.blend = blend; 2548} 2549 2550bool OpenGLRenderer::useProgram(Program* program) { 2551 if (!program->isInUse()) { 2552 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2553 program->use(); 2554 mCaches.currentProgram = program; 2555 return false; 2556 } 2557 return true; 2558} 2559 2560void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2561 TextureVertex* v = &mMeshVertices[0]; 2562 TextureVertex::setUV(v++, u1, v1); 2563 TextureVertex::setUV(v++, u2, v1); 2564 TextureVertex::setUV(v++, u1, v2); 2565 TextureVertex::setUV(v++, u2, v2); 2566} 2567 2568void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2569 if (paint) { 2570 *mode = getXfermode(paint->getXfermode()); 2571 2572 // Skia draws using the color's alpha channel if < 255 2573 // Otherwise, it uses the paint's alpha 2574 int color = paint->getColor(); 2575 *alpha = (color >> 24) & 0xFF; 2576 if (*alpha == 255) { 2577 *alpha = paint->getAlpha(); 2578 } 2579 } else { 2580 *mode = SkXfermode::kSrcOver_Mode; 2581 *alpha = 255; 2582 } 2583} 2584 2585SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 2586 SkXfermode::Mode resultMode; 2587 if (!SkXfermode::AsMode(mode, &resultMode)) { 2588 resultMode = SkXfermode::kSrcOver_Mode; 2589 } 2590 return resultMode; 2591} 2592 2593}; // namespace uirenderer 2594}; // namespace android 2595