OpenGLRenderer.cpp revision db8c9a6a4d9bf8c39f834b25611926caf21380f6
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <stdlib.h> 20#include <stdint.h> 21#include <sys/types.h> 22 23#include <SkCanvas.h> 24#include <SkPathMeasure.h> 25#include <SkTypeface.h> 26 27#include <utils/Log.h> 28#include <utils/StopWatch.h> 29 30#include <private/hwui/DrawGlInfo.h> 31 32#include <ui/Rect.h> 33 34#include "OpenGLRenderer.h" 35#include "DisplayListRenderer.h" 36#include "Vector.h" 37 38namespace android { 39namespace uirenderer { 40 41/////////////////////////////////////////////////////////////////////////////// 42// Defines 43/////////////////////////////////////////////////////////////////////////////// 44 45#define RAD_TO_DEG (180.0f / 3.14159265f) 46#define MIN_ANGLE 0.001f 47 48// TODO: This should be set in properties 49#define ALPHA_THRESHOLD (0x7f / PANEL_BIT_DEPTH) 50 51#define FILTER(paint) (paint && paint->isFilterBitmap() ? GL_LINEAR : GL_NEAREST) 52 53/////////////////////////////////////////////////////////////////////////////// 54// Globals 55/////////////////////////////////////////////////////////////////////////////// 56 57/** 58 * Structure mapping Skia xfermodes to OpenGL blending factors. 59 */ 60struct Blender { 61 SkXfermode::Mode mode; 62 GLenum src; 63 GLenum dst; 64}; // struct Blender 65 66// In this array, the index of each Blender equals the value of the first 67// entry. For instance, gBlends[1] == gBlends[SkXfermode::kSrc_Mode] 68static const Blender gBlends[] = { 69 { SkXfermode::kClear_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 70 { SkXfermode::kSrc_Mode, GL_ONE, GL_ZERO }, 71 { SkXfermode::kDst_Mode, GL_ZERO, GL_ONE }, 72 { SkXfermode::kSrcOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 73 { SkXfermode::kDstOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 74 { SkXfermode::kSrcIn_Mode, GL_DST_ALPHA, GL_ZERO }, 75 { SkXfermode::kDstIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 76 { SkXfermode::kSrcOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 77 { SkXfermode::kDstOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 78 { SkXfermode::kSrcATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 79 { SkXfermode::kDstATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 80 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 81 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 82 { SkXfermode::kMultiply_Mode, GL_ZERO, GL_SRC_COLOR }, 83 { SkXfermode::kScreen_Mode, GL_ONE, GL_ONE_MINUS_SRC_COLOR } 84}; 85 86// This array contains the swapped version of each SkXfermode. For instance 87// this array's SrcOver blending mode is actually DstOver. You can refer to 88// createLayer() for more information on the purpose of this array. 89static const Blender gBlendsSwap[] = { 90 { SkXfermode::kClear_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 91 { SkXfermode::kSrc_Mode, GL_ZERO, GL_ONE }, 92 { SkXfermode::kDst_Mode, GL_ONE, GL_ZERO }, 93 { SkXfermode::kSrcOver_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE }, 94 { SkXfermode::kDstOver_Mode, GL_ONE, GL_ONE_MINUS_SRC_ALPHA }, 95 { SkXfermode::kSrcIn_Mode, GL_ZERO, GL_SRC_ALPHA }, 96 { SkXfermode::kDstIn_Mode, GL_DST_ALPHA, GL_ZERO }, 97 { SkXfermode::kSrcOut_Mode, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA }, 98 { SkXfermode::kDstOut_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ZERO }, 99 { SkXfermode::kSrcATop_Mode, GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA }, 100 { SkXfermode::kDstATop_Mode, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 101 { SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }, 102 { SkXfermode::kPlus_Mode, GL_ONE, GL_ONE }, 103 { SkXfermode::kMultiply_Mode, GL_DST_COLOR, GL_ZERO }, 104 { SkXfermode::kScreen_Mode, GL_ONE_MINUS_DST_COLOR, GL_ONE } 105}; 106 107/////////////////////////////////////////////////////////////////////////////// 108// Constructors/destructor 109/////////////////////////////////////////////////////////////////////////////// 110 111OpenGLRenderer::OpenGLRenderer(): mCaches(Caches::getInstance()) { 112 mShader = NULL; 113 mColorFilter = NULL; 114 mHasShadow = false; 115 mHasDrawFilter = false; 116 117 memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices)); 118 119 mFirstSnapshot = new Snapshot; 120} 121 122OpenGLRenderer::~OpenGLRenderer() { 123 // The context has already been destroyed at this point, do not call 124 // GL APIs. All GL state should be kept in Caches.h 125} 126 127/////////////////////////////////////////////////////////////////////////////// 128// Debug 129/////////////////////////////////////////////////////////////////////////////// 130 131void OpenGLRenderer::startMark(const char* name) const { 132 mCaches.startMark(0, name); 133} 134 135void OpenGLRenderer::endMark() const { 136 mCaches.endMark(); 137} 138 139/////////////////////////////////////////////////////////////////////////////// 140// Setup 141/////////////////////////////////////////////////////////////////////////////// 142 143uint32_t OpenGLRenderer::getStencilSize() { 144 return STENCIL_BUFFER_SIZE; 145} 146 147void OpenGLRenderer::setViewport(int width, int height) { 148 mOrthoMatrix.loadOrtho(0, width, height, 0, -1, 1); 149 150 mWidth = width; 151 mHeight = height; 152 153 mFirstSnapshot->height = height; 154 mFirstSnapshot->viewport.set(0, 0, width, height); 155 156 glDisable(GL_DITHER); 157 glEnable(GL_SCISSOR_TEST); 158 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 159 160 glEnableVertexAttribArray(Program::kBindingPosition); 161} 162 163void OpenGLRenderer::prepare(bool opaque) { 164 prepareDirty(0.0f, 0.0f, mWidth, mHeight, opaque); 165} 166 167void OpenGLRenderer::prepareDirty(float left, float top, float right, float bottom, bool opaque) { 168 mCaches.clearGarbage(); 169 mFunctors.clear(); 170 171 mSnapshot = new Snapshot(mFirstSnapshot, 172 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 173 mSnapshot->fbo = getTargetFbo(); 174 mSaveCount = 1; 175 176 glViewport(0, 0, mWidth, mHeight); 177 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 178 179 mSnapshot->setClip(left, top, right, bottom); 180 mDirtyClip = false; 181 182 if (!opaque) { 183 glClear(GL_COLOR_BUFFER_BIT); 184 } 185} 186 187void OpenGLRenderer::finish() { 188#if DEBUG_OPENGL 189 GLenum status = GL_NO_ERROR; 190 while ((status = glGetError()) != GL_NO_ERROR) { 191 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 192 switch (status) { 193 case GL_OUT_OF_MEMORY: 194 ALOGE(" OpenGLRenderer is out of memory!"); 195 break; 196 } 197 } 198#endif 199#if DEBUG_MEMORY_USAGE 200 mCaches.dumpMemoryUsage(); 201#else 202 if (mCaches.getDebugLevel() & kDebugMemory) { 203 mCaches.dumpMemoryUsage(); 204 } 205#endif 206} 207 208void OpenGLRenderer::interrupt() { 209 if (mCaches.currentProgram) { 210 if (mCaches.currentProgram->isInUse()) { 211 mCaches.currentProgram->remove(); 212 mCaches.currentProgram = NULL; 213 } 214 } 215 mCaches.unbindMeshBuffer(); 216 mCaches.unbindIndicesBuffer(); 217 mCaches.resetVertexPointers(); 218 mCaches.disbaleTexCoordsVertexArray(); 219} 220 221void OpenGLRenderer::resume() { 222 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 223 224 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 225 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 226 227 glEnable(GL_SCISSOR_TEST); 228 mCaches.resetScissor(); 229 dirtyClip(); 230 231 mCaches.activeTexture(0); 232 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 233 234 mCaches.blend = true; 235 glEnable(GL_BLEND); 236 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 237 glBlendEquation(GL_FUNC_ADD); 238} 239 240status_t OpenGLRenderer::invokeFunctors(Rect& dirty) { 241 status_t result = DrawGlInfo::kStatusDone; 242 243 Vector<Functor*> functors(mFunctors); 244 mFunctors.clear(); 245 246 DrawGlInfo info; 247 info.clipLeft = 0; 248 info.clipTop = 0; 249 info.clipRight = 0; 250 info.clipBottom = 0; 251 info.isLayer = false; 252 memset(info.transform, 0, sizeof(float) * 16); 253 254 size_t count = functors.size(); 255 for (size_t i = 0; i < count; i++) { 256 Functor* f = functors.itemAt(i); 257 result |= (*f)(DrawGlInfo::kModeProcess, &info); 258 259 if (result != DrawGlInfo::kStatusDone) { 260 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 261 dirty.unionWith(localDirty); 262 263 if (result == DrawGlInfo::kStatusInvoke) { 264 mFunctors.push(f); 265 } 266 } 267 } 268 269 return result; 270} 271 272status_t OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 273 interrupt(); 274 if (mDirtyClip) { 275 setScissorFromClip(); 276 } 277 278 Rect clip(*mSnapshot->clipRect); 279 clip.snapToPixelBoundaries(); 280 281#if RENDER_LAYERS_AS_REGIONS 282 // Since we don't know what the functor will draw, let's dirty 283 // tne entire clip region 284 if (hasLayer()) { 285 dirtyLayerUnchecked(clip, getRegion()); 286 } 287#endif 288 289 DrawGlInfo info; 290 info.clipLeft = clip.left; 291 info.clipTop = clip.top; 292 info.clipRight = clip.right; 293 info.clipBottom = clip.bottom; 294 info.isLayer = hasLayer(); 295 getSnapshot()->transform->copyTo(&info.transform[0]); 296 297 status_t result = (*functor)(DrawGlInfo::kModeDraw, &info); 298 299 if (result != DrawGlInfo::kStatusDone) { 300 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 301 dirty.unionWith(localDirty); 302 303 if (result == DrawGlInfo::kStatusInvoke) { 304 mFunctors.push(functor); 305 } 306 } 307 308 resume(); 309 return result; 310} 311 312/////////////////////////////////////////////////////////////////////////////// 313// State management 314/////////////////////////////////////////////////////////////////////////////// 315 316int OpenGLRenderer::getSaveCount() const { 317 return mSaveCount; 318} 319 320int OpenGLRenderer::save(int flags) { 321 return saveSnapshot(flags); 322} 323 324void OpenGLRenderer::restore() { 325 if (mSaveCount > 1) { 326 restoreSnapshot(); 327 } 328} 329 330void OpenGLRenderer::restoreToCount(int saveCount) { 331 if (saveCount < 1) saveCount = 1; 332 333 while (mSaveCount > saveCount) { 334 restoreSnapshot(); 335 } 336} 337 338int OpenGLRenderer::saveSnapshot(int flags) { 339 mSnapshot = new Snapshot(mSnapshot, flags); 340 return mSaveCount++; 341} 342 343bool OpenGLRenderer::restoreSnapshot() { 344 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 345 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 346 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 347 348 sp<Snapshot> current = mSnapshot; 349 sp<Snapshot> previous = mSnapshot->previous; 350 351 if (restoreOrtho) { 352 Rect& r = previous->viewport; 353 glViewport(r.left, r.top, r.right, r.bottom); 354 mOrthoMatrix.load(current->orthoMatrix); 355 } 356 357 mSaveCount--; 358 mSnapshot = previous; 359 360 if (restoreClip) { 361 dirtyClip(); 362 } 363 364 if (restoreLayer) { 365 composeLayer(current, previous); 366 } 367 368 return restoreClip; 369} 370 371/////////////////////////////////////////////////////////////////////////////// 372// Layers 373/////////////////////////////////////////////////////////////////////////////// 374 375int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 376 SkPaint* p, int flags) { 377 const GLuint previousFbo = mSnapshot->fbo; 378 const int count = saveSnapshot(flags); 379 380 if (!mSnapshot->isIgnored()) { 381 int alpha = 255; 382 SkXfermode::Mode mode; 383 384 if (p) { 385 alpha = p->getAlpha(); 386 if (!mCaches.extensions.hasFramebufferFetch()) { 387 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 388 if (!isMode) { 389 // Assume SRC_OVER 390 mode = SkXfermode::kSrcOver_Mode; 391 } 392 } else { 393 mode = getXfermode(p->getXfermode()); 394 } 395 } else { 396 mode = SkXfermode::kSrcOver_Mode; 397 } 398 399 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 400 } 401 402 return count; 403} 404 405int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 406 int alpha, int flags) { 407 if (alpha >= 255 - ALPHA_THRESHOLD) { 408 return saveLayer(left, top, right, bottom, NULL, flags); 409 } else { 410 SkPaint paint; 411 paint.setAlpha(alpha); 412 return saveLayer(left, top, right, bottom, &paint, flags); 413 } 414} 415 416/** 417 * Layers are viewed by Skia are slightly different than layers in image editing 418 * programs (for instance.) When a layer is created, previously created layers 419 * and the frame buffer still receive every drawing command. For instance, if a 420 * layer is created and a shape intersecting the bounds of the layers and the 421 * framebuffer is draw, the shape will be drawn on both (unless the layer was 422 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 423 * 424 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 425 * texture. Unfortunately, this is inefficient as it requires every primitive to 426 * be drawn n + 1 times, where n is the number of active layers. In practice this 427 * means, for every primitive: 428 * - Switch active frame buffer 429 * - Change viewport, clip and projection matrix 430 * - Issue the drawing 431 * 432 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 433 * To avoid this, layers are implemented in a different way here, at least in the 434 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 435 * is set. When this flag is set we can redirect all drawing operations into a 436 * single FBO. 437 * 438 * This implementation relies on the frame buffer being at least RGBA 8888. When 439 * a layer is created, only a texture is created, not an FBO. The content of the 440 * frame buffer contained within the layer's bounds is copied into this texture 441 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 442 * buffer and drawing continues as normal. This technique therefore treats the 443 * frame buffer as a scratch buffer for the layers. 444 * 445 * To compose the layers back onto the frame buffer, each layer texture 446 * (containing the original frame buffer data) is drawn as a simple quad over 447 * the frame buffer. The trick is that the quad is set as the composition 448 * destination in the blending equation, and the frame buffer becomes the source 449 * of the composition. 450 * 451 * Drawing layers with an alpha value requires an extra step before composition. 452 * An empty quad is drawn over the layer's region in the frame buffer. This quad 453 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 454 * quad is used to multiply the colors in the frame buffer. This is achieved by 455 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 456 * GL_ZERO, GL_SRC_ALPHA. 457 * 458 * Because glCopyTexImage2D() can be slow, an alternative implementation might 459 * be use to draw a single clipped layer. The implementation described above 460 * is correct in every case. 461 * 462 * (1) The frame buffer is actually not cleared right away. To allow the GPU 463 * to potentially optimize series of calls to glCopyTexImage2D, the frame 464 * buffer is left untouched until the first drawing operation. Only when 465 * something actually gets drawn are the layers regions cleared. 466 */ 467bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 468 float right, float bottom, int alpha, SkXfermode::Mode mode, 469 int flags, GLuint previousFbo) { 470 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 471 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 472 473 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 474 475 // Window coordinates of the layer 476 Rect bounds(left, top, right, bottom); 477 if (!fboLayer) { 478 mSnapshot->transform->mapRect(bounds); 479 480 // Layers only make sense if they are in the framebuffer's bounds 481 if (bounds.intersect(*snapshot->clipRect)) { 482 // We cannot work with sub-pixels in this case 483 bounds.snapToPixelBoundaries(); 484 485 // When the layer is not an FBO, we may use glCopyTexImage so we 486 // need to make sure the layer does not extend outside the bounds 487 // of the framebuffer 488 if (!bounds.intersect(snapshot->previous->viewport)) { 489 bounds.setEmpty(); 490 } 491 } else { 492 bounds.setEmpty(); 493 } 494 } 495 496 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 497 bounds.getHeight() > mCaches.maxTextureSize) { 498 snapshot->empty = fboLayer; 499 } else { 500 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 501 } 502 503 // Bail out if we won't draw in this snapshot 504 if (snapshot->invisible || snapshot->empty) { 505 return false; 506 } 507 508 mCaches.activeTexture(0); 509 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 510 if (!layer) { 511 return false; 512 } 513 514 layer->setAlpha(alpha, mode); 515 layer->layer.set(bounds); 516 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 517 bounds.getWidth() / float(layer->getWidth()), 0.0f); 518 layer->setColorFilter(mColorFilter); 519 520 // Save the layer in the snapshot 521 snapshot->flags |= Snapshot::kFlagIsLayer; 522 snapshot->layer = layer; 523 524 if (fboLayer) { 525 return createFboLayer(layer, bounds, snapshot, previousFbo); 526 } else { 527 // Copy the framebuffer into the layer 528 layer->bindTexture(); 529 if (!bounds.isEmpty()) { 530 if (layer->isEmpty()) { 531 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 532 bounds.left, snapshot->height - bounds.bottom, 533 layer->getWidth(), layer->getHeight(), 0); 534 layer->setEmpty(false); 535 } else { 536 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 537 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 538 } 539 540 // Enqueue the buffer coordinates to clear the corresponding region later 541 mLayers.push(new Rect(bounds)); 542 } 543 } 544 545 return true; 546} 547 548bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 549 GLuint previousFbo) { 550 layer->setFbo(mCaches.fboCache.get()); 551 552#if RENDER_LAYERS_AS_REGIONS 553 snapshot->region = &snapshot->layer->region; 554 snapshot->flags |= Snapshot::kFlagFboTarget; 555#endif 556 557 Rect clip(bounds); 558 snapshot->transform->mapRect(clip); 559 clip.intersect(*snapshot->clipRect); 560 clip.snapToPixelBoundaries(); 561 clip.intersect(snapshot->previous->viewport); 562 563 mat4 inverse; 564 inverse.loadInverse(*mSnapshot->transform); 565 566 inverse.mapRect(clip); 567 clip.snapToPixelBoundaries(); 568 clip.intersect(bounds); 569 clip.translate(-bounds.left, -bounds.top); 570 571 snapshot->flags |= Snapshot::kFlagIsFboLayer; 572 snapshot->fbo = layer->getFbo(); 573 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 574 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 575 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 576 snapshot->height = bounds.getHeight(); 577 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 578 snapshot->orthoMatrix.load(mOrthoMatrix); 579 580 // Bind texture to FBO 581 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 582 layer->bindTexture(); 583 584 // Initialize the texture if needed 585 if (layer->isEmpty()) { 586 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 587 layer->setEmpty(false); 588 } 589 590 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 591 layer->getTexture(), 0); 592 593#if DEBUG_LAYERS_AS_REGIONS 594 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 595 if (status != GL_FRAMEBUFFER_COMPLETE) { 596 ALOGE("Framebuffer incomplete (GL error code 0x%x)", status); 597 598 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 599 layer->deleteTexture(); 600 mCaches.fboCache.put(layer->getFbo()); 601 602 delete layer; 603 604 return false; 605 } 606#endif 607 608 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 609 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 610 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 611 glClear(GL_COLOR_BUFFER_BIT); 612 613 dirtyClip(); 614 615 // Change the ortho projection 616 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 617 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 618 619 return true; 620} 621 622/** 623 * Read the documentation of createLayer() before doing anything in this method. 624 */ 625void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 626 if (!current->layer) { 627 ALOGE("Attempting to compose a layer that does not exist"); 628 return; 629 } 630 631 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 632 633 if (fboLayer) { 634 // Unbind current FBO and restore previous one 635 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 636 } 637 638 Layer* layer = current->layer; 639 const Rect& rect = layer->layer; 640 641 if (!fboLayer && layer->getAlpha() < 255) { 642 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 643 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 644 // Required below, composeLayerRect() will divide by 255 645 layer->setAlpha(255); 646 } 647 648 mCaches.unbindMeshBuffer(); 649 650 mCaches.activeTexture(0); 651 652 // When the layer is stored in an FBO, we can save a bit of fillrate by 653 // drawing only the dirty region 654 if (fboLayer) { 655 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 656 if (layer->getColorFilter()) { 657 setupColorFilter(layer->getColorFilter()); 658 } 659 composeLayerRegion(layer, rect); 660 if (layer->getColorFilter()) { 661 resetColorFilter(); 662 } 663 } else if (!rect.isEmpty()) { 664 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 665 composeLayerRect(layer, rect, true); 666 } 667 668 if (fboLayer) { 669 // Note: No need to use glDiscardFramebufferEXT() since we never 670 // create/compose layers that are not on screen with this 671 // code path 672 // See LayerRenderer::destroyLayer(Layer*) 673 674 // Detach the texture from the FBO 675 glBindFramebuffer(GL_FRAMEBUFFER, current->fbo); 676 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 677 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 678 679 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 680 mCaches.fboCache.put(current->fbo); 681 layer->setFbo(0); 682 } 683 684 dirtyClip(); 685 686 // Failing to add the layer to the cache should happen only if the layer is too large 687 if (!mCaches.layerCache.put(layer)) { 688 LAYER_LOGD("Deleting layer"); 689 layer->deleteTexture(); 690 delete layer; 691 } 692} 693 694void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 695 float alpha = layer->getAlpha() / 255.0f; 696 697 mat4& transform = layer->getTransform(); 698 if (!transform.isIdentity()) { 699 save(0); 700 mSnapshot->transform->multiply(transform); 701 } 702 703 setupDraw(); 704 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 705 setupDrawWithTexture(); 706 } else { 707 setupDrawWithExternalTexture(); 708 } 709 setupDrawTextureTransform(); 710 setupDrawColor(alpha, alpha, alpha, alpha); 711 setupDrawColorFilter(); 712 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 713 setupDrawProgram(); 714 setupDrawPureColorUniforms(); 715 setupDrawColorFilterUniforms(); 716 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 717 setupDrawTexture(layer->getTexture()); 718 } else { 719 setupDrawExternalTexture(layer->getTexture()); 720 } 721 if (mSnapshot->transform->isPureTranslate() && 722 layer->getWidth() == (uint32_t) rect.getWidth() && 723 layer->getHeight() == (uint32_t) rect.getHeight()) { 724 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 725 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 726 727 layer->setFilter(GL_NEAREST); 728 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 729 } else { 730 layer->setFilter(GL_LINEAR); 731 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 732 } 733 setupDrawTextureTransformUniforms(layer->getTexTransform()); 734 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 735 736 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 737 738 finishDrawTexture(); 739 740 if (!transform.isIdentity()) { 741 restore(); 742 } 743} 744 745void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 746 if (!layer->isTextureLayer()) { 747 const Rect& texCoords = layer->texCoords; 748 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 749 texCoords.right, texCoords.bottom); 750 751 float x = rect.left; 752 float y = rect.top; 753 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 754 layer->getWidth() == (uint32_t) rect.getWidth() && 755 layer->getHeight() == (uint32_t) rect.getHeight(); 756 757 if (simpleTransform) { 758 // When we're swapping, the layer is already in screen coordinates 759 if (!swap) { 760 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 761 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 762 } 763 764 layer->setFilter(GL_NEAREST, true); 765 } else { 766 layer->setFilter(GL_LINEAR, true); 767 } 768 769 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 770 layer->getTexture(), layer->getAlpha() / 255.0f, 771 layer->getMode(), layer->isBlend(), 772 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 773 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 774 775 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 776 } else { 777 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 778 drawTextureLayer(layer, rect); 779 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 780 } 781} 782 783void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 784#if RENDER_LAYERS_AS_REGIONS 785 if (layer->region.isRect()) { 786 layer->setRegionAsRect(); 787 788 composeLayerRect(layer, layer->regionRect); 789 790 layer->region.clear(); 791 return; 792 } 793 794 // TODO: See LayerRenderer.cpp::generateMesh() for important 795 // information about this implementation 796 if (CC_LIKELY(!layer->region.isEmpty())) { 797 size_t count; 798 const android::Rect* rects = layer->region.getArray(&count); 799 800 const float alpha = layer->getAlpha() / 255.0f; 801 const float texX = 1.0f / float(layer->getWidth()); 802 const float texY = 1.0f / float(layer->getHeight()); 803 const float height = rect.getHeight(); 804 805 TextureVertex* mesh = mCaches.getRegionMesh(); 806 GLsizei numQuads = 0; 807 808 setupDraw(); 809 setupDrawWithTexture(); 810 setupDrawColor(alpha, alpha, alpha, alpha); 811 setupDrawColorFilter(); 812 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 813 setupDrawProgram(); 814 setupDrawDirtyRegionsDisabled(); 815 setupDrawPureColorUniforms(); 816 setupDrawColorFilterUniforms(); 817 setupDrawTexture(layer->getTexture()); 818 if (mSnapshot->transform->isPureTranslate()) { 819 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 820 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 821 822 layer->setFilter(GL_NEAREST); 823 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 824 } else { 825 layer->setFilter(GL_LINEAR); 826 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 827 } 828 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 829 830 for (size_t i = 0; i < count; i++) { 831 const android::Rect* r = &rects[i]; 832 833 const float u1 = r->left * texX; 834 const float v1 = (height - r->top) * texY; 835 const float u2 = r->right * texX; 836 const float v2 = (height - r->bottom) * texY; 837 838 // TODO: Reject quads outside of the clip 839 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 840 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 841 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 842 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 843 844 numQuads++; 845 846 if (numQuads >= REGION_MESH_QUAD_COUNT) { 847 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 848 numQuads = 0; 849 mesh = mCaches.getRegionMesh(); 850 } 851 } 852 853 if (numQuads > 0) { 854 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 855 } 856 857 finishDrawTexture(); 858 859#if DEBUG_LAYERS_AS_REGIONS 860 drawRegionRects(layer->region); 861#endif 862 863 layer->region.clear(); 864 } 865#else 866 composeLayerRect(layer, rect); 867#endif 868} 869 870void OpenGLRenderer::drawRegionRects(const Region& region) { 871#if DEBUG_LAYERS_AS_REGIONS 872 size_t count; 873 const android::Rect* rects = region.getArray(&count); 874 875 uint32_t colors[] = { 876 0x7fff0000, 0x7f00ff00, 877 0x7f0000ff, 0x7fff00ff, 878 }; 879 880 int offset = 0; 881 int32_t top = rects[0].top; 882 883 for (size_t i = 0; i < count; i++) { 884 if (top != rects[i].top) { 885 offset ^= 0x2; 886 top = rects[i].top; 887 } 888 889 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 890 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 891 SkXfermode::kSrcOver_Mode); 892 } 893#endif 894} 895 896void OpenGLRenderer::dirtyLayer(const float left, const float top, 897 const float right, const float bottom, const mat4 transform) { 898#if RENDER_LAYERS_AS_REGIONS 899 if (hasLayer()) { 900 Rect bounds(left, top, right, bottom); 901 transform.mapRect(bounds); 902 dirtyLayerUnchecked(bounds, getRegion()); 903 } 904#endif 905} 906 907void OpenGLRenderer::dirtyLayer(const float left, const float top, 908 const float right, const float bottom) { 909#if RENDER_LAYERS_AS_REGIONS 910 if (hasLayer()) { 911 Rect bounds(left, top, right, bottom); 912 dirtyLayerUnchecked(bounds, getRegion()); 913 } 914#endif 915} 916 917void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 918#if RENDER_LAYERS_AS_REGIONS 919 if (bounds.intersect(*mSnapshot->clipRect)) { 920 bounds.snapToPixelBoundaries(); 921 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 922 if (!dirty.isEmpty()) { 923 region->orSelf(dirty); 924 } 925 } 926#endif 927} 928 929void OpenGLRenderer::clearLayerRegions() { 930 const size_t count = mLayers.size(); 931 if (count == 0) return; 932 933 if (!mSnapshot->isIgnored()) { 934 // Doing several glScissor/glClear here can negatively impact 935 // GPUs with a tiler architecture, instead we draw quads with 936 // the Clear blending mode 937 938 // The list contains bounds that have already been clipped 939 // against their initial clip rect, and the current clip 940 // is likely different so we need to disable clipping here 941 glDisable(GL_SCISSOR_TEST); 942 943 Vertex mesh[count * 6]; 944 Vertex* vertex = mesh; 945 946 for (uint32_t i = 0; i < count; i++) { 947 Rect* bounds = mLayers.itemAt(i); 948 949 Vertex::set(vertex++, bounds->left, bounds->bottom); 950 Vertex::set(vertex++, bounds->left, bounds->top); 951 Vertex::set(vertex++, bounds->right, bounds->top); 952 Vertex::set(vertex++, bounds->left, bounds->bottom); 953 Vertex::set(vertex++, bounds->right, bounds->top); 954 Vertex::set(vertex++, bounds->right, bounds->bottom); 955 956 delete bounds; 957 } 958 959 setupDraw(false); 960 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 961 setupDrawBlending(true, SkXfermode::kClear_Mode); 962 setupDrawProgram(); 963 setupDrawPureColorUniforms(); 964 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 965 setupDrawVertices(&mesh[0].position[0]); 966 967 glDrawArrays(GL_TRIANGLES, 0, count * 6); 968 969 glEnable(GL_SCISSOR_TEST); 970 } else { 971 for (uint32_t i = 0; i < count; i++) { 972 delete mLayers.itemAt(i); 973 } 974 } 975 976 mLayers.clear(); 977} 978 979/////////////////////////////////////////////////////////////////////////////// 980// Transforms 981/////////////////////////////////////////////////////////////////////////////// 982 983void OpenGLRenderer::translate(float dx, float dy) { 984 mSnapshot->transform->translate(dx, dy, 0.0f); 985} 986 987void OpenGLRenderer::rotate(float degrees) { 988 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 989} 990 991void OpenGLRenderer::scale(float sx, float sy) { 992 mSnapshot->transform->scale(sx, sy, 1.0f); 993} 994 995void OpenGLRenderer::skew(float sx, float sy) { 996 mSnapshot->transform->skew(sx, sy); 997} 998 999void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 1000 if (matrix) { 1001 mSnapshot->transform->load(*matrix); 1002 } else { 1003 mSnapshot->transform->loadIdentity(); 1004 } 1005} 1006 1007void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 1008 mSnapshot->transform->copyTo(*matrix); 1009} 1010 1011void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 1012 SkMatrix transform; 1013 mSnapshot->transform->copyTo(transform); 1014 transform.preConcat(*matrix); 1015 mSnapshot->transform->load(transform); 1016} 1017 1018/////////////////////////////////////////////////////////////////////////////// 1019// Clipping 1020/////////////////////////////////////////////////////////////////////////////// 1021 1022void OpenGLRenderer::setScissorFromClip() { 1023 Rect clip(*mSnapshot->clipRect); 1024 clip.snapToPixelBoundaries(); 1025 1026 mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 1027 clip.getWidth(), clip.getHeight()); 1028 1029 mDirtyClip = false; 1030} 1031 1032const Rect& OpenGLRenderer::getClipBounds() { 1033 return mSnapshot->getLocalClip(); 1034} 1035 1036bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 1037 if (mSnapshot->isIgnored()) { 1038 return true; 1039 } 1040 1041 Rect r(left, top, right, bottom); 1042 mSnapshot->transform->mapRect(r); 1043 r.snapToPixelBoundaries(); 1044 1045 Rect clipRect(*mSnapshot->clipRect); 1046 clipRect.snapToPixelBoundaries(); 1047 1048 return !clipRect.intersects(r); 1049} 1050 1051bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1052 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1053 if (clipped) { 1054 dirtyClip(); 1055 } 1056 return !mSnapshot->clipRect->isEmpty(); 1057} 1058 1059/////////////////////////////////////////////////////////////////////////////// 1060// Drawing commands 1061/////////////////////////////////////////////////////////////////////////////// 1062 1063void OpenGLRenderer::setupDraw(bool clear) { 1064 if (clear) clearLayerRegions(); 1065 if (mDirtyClip) { 1066 setScissorFromClip(); 1067 } 1068 mDescription.reset(); 1069 mSetShaderColor = false; 1070 mColorSet = false; 1071 mColorA = mColorR = mColorG = mColorB = 0.0f; 1072 mTextureUnit = 0; 1073 mTrackDirtyRegions = true; 1074} 1075 1076void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1077 mDescription.hasTexture = true; 1078 mDescription.hasAlpha8Texture = isAlpha8; 1079} 1080 1081void OpenGLRenderer::setupDrawWithExternalTexture() { 1082 mDescription.hasExternalTexture = true; 1083} 1084 1085void OpenGLRenderer::setupDrawNoTexture() { 1086 mCaches.disbaleTexCoordsVertexArray(); 1087} 1088 1089void OpenGLRenderer::setupDrawAALine() { 1090 mDescription.isAA = true; 1091} 1092 1093void OpenGLRenderer::setupDrawPoint(float pointSize) { 1094 mDescription.isPoint = true; 1095 mDescription.pointSize = pointSize; 1096} 1097 1098void OpenGLRenderer::setupDrawColor(int color) { 1099 setupDrawColor(color, (color >> 24) & 0xFF); 1100} 1101 1102void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1103 mColorA = alpha / 255.0f; 1104 mColorA *= mSnapshot->alpha; 1105 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1106 // the rgb values by a instead of also dividing by 255 1107 const float a = mColorA / 255.0f; 1108 mColorR = a * ((color >> 16) & 0xFF); 1109 mColorG = a * ((color >> 8) & 0xFF); 1110 mColorB = a * ((color ) & 0xFF); 1111 mColorSet = true; 1112 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1113} 1114 1115void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1116 mColorA = alpha / 255.0f; 1117 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1118 // the rgb values by a instead of also dividing by 255 1119 const float a = mColorA / 255.0f; 1120 mColorR = a * ((color >> 16) & 0xFF); 1121 mColorG = a * ((color >> 8) & 0xFF); 1122 mColorB = a * ((color ) & 0xFF); 1123 mColorSet = true; 1124 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1125} 1126 1127void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1128 mColorA = a; 1129 mColorR = r; 1130 mColorG = g; 1131 mColorB = b; 1132 mColorSet = true; 1133 mSetShaderColor = mDescription.setColor(r, g, b, a); 1134} 1135 1136void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 1137 mColorA = a; 1138 mColorR = r; 1139 mColorG = g; 1140 mColorB = b; 1141 mColorSet = true; 1142 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 1143} 1144 1145void OpenGLRenderer::setupDrawShader() { 1146 if (mShader) { 1147 mShader->describe(mDescription, mCaches.extensions); 1148 } 1149} 1150 1151void OpenGLRenderer::setupDrawColorFilter() { 1152 if (mColorFilter) { 1153 mColorFilter->describe(mDescription, mCaches.extensions); 1154 } 1155} 1156 1157void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1158 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1159 mColorA = 1.0f; 1160 mColorR = mColorG = mColorB = 0.0f; 1161 mSetShaderColor = mDescription.modulate = true; 1162 } 1163} 1164 1165void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1166 // When the blending mode is kClear_Mode, we need to use a modulate color 1167 // argb=1,0,0,0 1168 accountForClear(mode); 1169 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1170 mDescription, swapSrcDst); 1171} 1172 1173void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1174 // When the blending mode is kClear_Mode, we need to use a modulate color 1175 // argb=1,0,0,0 1176 accountForClear(mode); 1177 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1178 mDescription, swapSrcDst); 1179} 1180 1181void OpenGLRenderer::setupDrawProgram() { 1182 useProgram(mCaches.programCache.get(mDescription)); 1183} 1184 1185void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1186 mTrackDirtyRegions = false; 1187} 1188 1189void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1190 bool ignoreTransform) { 1191 mModelView.loadTranslate(left, top, 0.0f); 1192 if (!ignoreTransform) { 1193 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1194 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1195 } else { 1196 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1197 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1198 } 1199} 1200 1201void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1202 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1203} 1204 1205void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1206 bool ignoreTransform, bool ignoreModelView) { 1207 if (!ignoreModelView) { 1208 mModelView.loadTranslate(left, top, 0.0f); 1209 mModelView.scale(right - left, bottom - top, 1.0f); 1210 } else { 1211 mModelView.loadIdentity(); 1212 } 1213 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1214 if (!ignoreTransform) { 1215 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1216 if (mTrackDirtyRegions && dirty) { 1217 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1218 } 1219 } else { 1220 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1221 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1222 } 1223} 1224 1225void OpenGLRenderer::setupDrawPointUniforms() { 1226 int slot = mCaches.currentProgram->getUniform("pointSize"); 1227 glUniform1f(slot, mDescription.pointSize); 1228} 1229 1230void OpenGLRenderer::setupDrawColorUniforms() { 1231 if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) { 1232 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1233 } 1234} 1235 1236void OpenGLRenderer::setupDrawPureColorUniforms() { 1237 if (mSetShaderColor) { 1238 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1239 } 1240} 1241 1242void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1243 if (mShader) { 1244 if (ignoreTransform) { 1245 mModelView.loadInverse(*mSnapshot->transform); 1246 } 1247 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1248 } 1249} 1250 1251void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1252 if (mShader) { 1253 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1254 } 1255} 1256 1257void OpenGLRenderer::setupDrawColorFilterUniforms() { 1258 if (mColorFilter) { 1259 mColorFilter->setupProgram(mCaches.currentProgram); 1260 } 1261} 1262 1263void OpenGLRenderer::setupDrawSimpleMesh() { 1264 bool force = mCaches.bindMeshBuffer(); 1265 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0); 1266 mCaches.unbindIndicesBuffer(); 1267} 1268 1269void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1270 bindTexture(texture); 1271 mTextureUnit++; 1272 mCaches.enableTexCoordsVertexArray(); 1273} 1274 1275void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1276 bindExternalTexture(texture); 1277 mTextureUnit++; 1278 mCaches.enableTexCoordsVertexArray(); 1279} 1280 1281void OpenGLRenderer::setupDrawTextureTransform() { 1282 mDescription.hasTextureTransform = true; 1283} 1284 1285void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1286 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1287 GL_FALSE, &transform.data[0]); 1288} 1289 1290void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1291 bool force = false; 1292 if (!vertices) { 1293 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1294 } else { 1295 force = mCaches.unbindMeshBuffer(); 1296 } 1297 1298 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1299 if (mCaches.currentProgram->texCoords >= 0) { 1300 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1301 } 1302 1303 mCaches.unbindIndicesBuffer(); 1304} 1305 1306void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1307 bool force = mCaches.unbindMeshBuffer(); 1308 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1309 if (mCaches.currentProgram->texCoords >= 0) { 1310 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1311 } 1312} 1313 1314void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1315 bool force = mCaches.unbindMeshBuffer(); 1316 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1317 vertices, gVertexStride); 1318 mCaches.unbindIndicesBuffer(); 1319} 1320 1321/** 1322 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1323 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1324 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1325 * attributes (one per vertex) are values from zero to one that tells the fragment 1326 * shader where the fragment is in relation to the line width/length overall; these values are 1327 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1328 * region of the line. 1329 * Note that we only pass down the width values in this setup function. The length coordinates 1330 * are set up for each individual segment. 1331 */ 1332void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1333 GLvoid* lengthCoords, float boundaryWidthProportion) { 1334 bool force = mCaches.unbindMeshBuffer(); 1335 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1336 vertices, gAAVertexStride); 1337 mCaches.resetTexCoordsVertexPointer(); 1338 mCaches.unbindIndicesBuffer(); 1339 1340 int widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1341 glEnableVertexAttribArray(widthSlot); 1342 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1343 1344 int lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1345 glEnableVertexAttribArray(lengthSlot); 1346 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1347 1348 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1349 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1350 1351 // Setting the inverse value saves computations per-fragment in the shader 1352 int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1353 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1354} 1355 1356void OpenGLRenderer::finishDrawTexture() { 1357} 1358 1359/////////////////////////////////////////////////////////////////////////////// 1360// Drawing 1361/////////////////////////////////////////////////////////////////////////////// 1362 1363status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height, 1364 Rect& dirty, int32_t flags, uint32_t level) { 1365 1366 if (!USE_DISPLAY_LIST_PROPERTIES && quickReject(0, 0, width, height)) { 1367 return false; 1368 } 1369 1370 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1371 // will be performed by the display list itself 1372 if (displayList && displayList->isRenderable()) { 1373 return displayList->replay(*this, width, height, dirty, flags, level); 1374 } 1375 1376 return DrawGlInfo::kStatusDone; 1377} 1378 1379void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1380 if (displayList) { 1381 displayList->output(*this, level); 1382 } 1383} 1384 1385void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1386 int alpha; 1387 SkXfermode::Mode mode; 1388 getAlphaAndMode(paint, &alpha, &mode); 1389 1390 float x = left; 1391 float y = top; 1392 1393 GLenum filter = GL_LINEAR; 1394 bool ignoreTransform = false; 1395 if (mSnapshot->transform->isPureTranslate()) { 1396 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1397 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1398 ignoreTransform = true; 1399 filter = GL_NEAREST; 1400 } else { 1401 filter = FILTER(paint); 1402 } 1403 1404 setupDraw(); 1405 setupDrawWithTexture(true); 1406 if (paint) { 1407 setupDrawAlpha8Color(paint->getColor(), alpha); 1408 } 1409 setupDrawColorFilter(); 1410 setupDrawShader(); 1411 setupDrawBlending(true, mode); 1412 setupDrawProgram(); 1413 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1414 1415 setupDrawTexture(texture->id); 1416 texture->setWrap(GL_CLAMP_TO_EDGE); 1417 texture->setFilter(filter); 1418 1419 setupDrawPureColorUniforms(); 1420 setupDrawColorFilterUniforms(); 1421 setupDrawShaderUniforms(); 1422 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1423 1424 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1425 1426 finishDrawTexture(); 1427} 1428 1429void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1430 const float right = left + bitmap->width(); 1431 const float bottom = top + bitmap->height(); 1432 1433 if (quickReject(left, top, right, bottom)) { 1434 return; 1435 } 1436 1437 mCaches.activeTexture(0); 1438 Texture* texture = mCaches.textureCache.get(bitmap); 1439 if (!texture) return; 1440 const AutoTexture autoCleanup(texture); 1441 1442 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1443 drawAlphaBitmap(texture, left, top, paint); 1444 } else { 1445 drawTextureRect(left, top, right, bottom, texture, paint); 1446 } 1447} 1448 1449void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1450 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1451 const mat4 transform(*matrix); 1452 transform.mapRect(r); 1453 1454 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1455 return; 1456 } 1457 1458 mCaches.activeTexture(0); 1459 Texture* texture = mCaches.textureCache.get(bitmap); 1460 if (!texture) return; 1461 const AutoTexture autoCleanup(texture); 1462 1463 // This could be done in a cheaper way, all we need is pass the matrix 1464 // to the vertex shader. The save/restore is a bit overkill. 1465 save(SkCanvas::kMatrix_SaveFlag); 1466 concatMatrix(matrix); 1467 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1468 restore(); 1469} 1470 1471void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1472 float* vertices, int* colors, SkPaint* paint) { 1473 // TODO: Do a quickReject 1474 if (!vertices || mSnapshot->isIgnored()) { 1475 return; 1476 } 1477 1478 mCaches.activeTexture(0); 1479 Texture* texture = mCaches.textureCache.get(bitmap); 1480 if (!texture) return; 1481 const AutoTexture autoCleanup(texture); 1482 1483 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1484 texture->setFilter(FILTER(paint), true); 1485 1486 int alpha; 1487 SkXfermode::Mode mode; 1488 getAlphaAndMode(paint, &alpha, &mode); 1489 1490 const uint32_t count = meshWidth * meshHeight * 6; 1491 1492 float left = FLT_MAX; 1493 float top = FLT_MAX; 1494 float right = FLT_MIN; 1495 float bottom = FLT_MIN; 1496 1497#if RENDER_LAYERS_AS_REGIONS 1498 const bool hasActiveLayer = hasLayer(); 1499#else 1500 const bool hasActiveLayer = false; 1501#endif 1502 1503 // TODO: Support the colors array 1504 TextureVertex mesh[count]; 1505 TextureVertex* vertex = mesh; 1506 for (int32_t y = 0; y < meshHeight; y++) { 1507 for (int32_t x = 0; x < meshWidth; x++) { 1508 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1509 1510 float u1 = float(x) / meshWidth; 1511 float u2 = float(x + 1) / meshWidth; 1512 float v1 = float(y) / meshHeight; 1513 float v2 = float(y + 1) / meshHeight; 1514 1515 int ax = i + (meshWidth + 1) * 2; 1516 int ay = ax + 1; 1517 int bx = i; 1518 int by = bx + 1; 1519 int cx = i + 2; 1520 int cy = cx + 1; 1521 int dx = i + (meshWidth + 1) * 2 + 2; 1522 int dy = dx + 1; 1523 1524 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1525 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1526 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1527 1528 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1529 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1530 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1531 1532#if RENDER_LAYERS_AS_REGIONS 1533 if (hasActiveLayer) { 1534 // TODO: This could be optimized to avoid unnecessary ops 1535 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1536 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1537 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1538 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1539 } 1540#endif 1541 } 1542 } 1543 1544#if RENDER_LAYERS_AS_REGIONS 1545 if (hasActiveLayer) { 1546 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1547 } 1548#endif 1549 1550 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1551 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1552 GL_TRIANGLES, count, false, false, 0, false, false); 1553} 1554 1555void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1556 float srcLeft, float srcTop, float srcRight, float srcBottom, 1557 float dstLeft, float dstTop, float dstRight, float dstBottom, 1558 SkPaint* paint) { 1559 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1560 return; 1561 } 1562 1563 mCaches.activeTexture(0); 1564 Texture* texture = mCaches.textureCache.get(bitmap); 1565 if (!texture) return; 1566 const AutoTexture autoCleanup(texture); 1567 1568 const float width = texture->width; 1569 const float height = texture->height; 1570 1571 const float u1 = fmax(0.0f, srcLeft / width); 1572 const float v1 = fmax(0.0f, srcTop / height); 1573 const float u2 = fmin(1.0f, srcRight / width); 1574 const float v2 = fmin(1.0f, srcBottom / height); 1575 1576 mCaches.unbindMeshBuffer(); 1577 resetDrawTextureTexCoords(u1, v1, u2, v2); 1578 1579 int alpha; 1580 SkXfermode::Mode mode; 1581 getAlphaAndMode(paint, &alpha, &mode); 1582 1583 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1584 1585 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 1586 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1587 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1588 1589 GLenum filter = GL_NEAREST; 1590 // Enable linear filtering if the source rectangle is scaled 1591 if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) { 1592 filter = FILTER(paint); 1593 } 1594 1595 texture->setFilter(filter, true); 1596 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1597 texture->id, alpha / 255.0f, mode, texture->blend, 1598 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1599 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1600 } else { 1601 texture->setFilter(FILTER(paint), true); 1602 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1603 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1604 GL_TRIANGLE_STRIP, gMeshCount); 1605 } 1606 1607 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1608} 1609 1610void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1611 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1612 float left, float top, float right, float bottom, SkPaint* paint) { 1613 if (quickReject(left, top, right, bottom)) { 1614 return; 1615 } 1616 1617 mCaches.activeTexture(0); 1618 Texture* texture = mCaches.textureCache.get(bitmap); 1619 if (!texture) return; 1620 const AutoTexture autoCleanup(texture); 1621 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1622 texture->setFilter(GL_LINEAR, true); 1623 1624 int alpha; 1625 SkXfermode::Mode mode; 1626 getAlphaAndMode(paint, &alpha, &mode); 1627 1628 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1629 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1630 1631 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 1632 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1633#if RENDER_LAYERS_AS_REGIONS 1634 // Mark the current layer dirty where we are going to draw the patch 1635 if (hasLayer() && mesh->hasEmptyQuads) { 1636 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1637 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1638 const size_t count = mesh->quads.size(); 1639 for (size_t i = 0; i < count; i++) { 1640 const Rect& bounds = mesh->quads.itemAt(i); 1641 if (CC_LIKELY(pureTranslate)) { 1642 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1643 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1644 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1645 } else { 1646 dirtyLayer(left + bounds.left, top + bounds.top, 1647 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1648 } 1649 } 1650 } 1651#endif 1652 1653 if (CC_LIKELY(pureTranslate)) { 1654 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1655 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1656 1657 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1658 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1659 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1660 true, !mesh->hasEmptyQuads); 1661 } else { 1662 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1663 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1664 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1665 true, !mesh->hasEmptyQuads); 1666 } 1667 } 1668} 1669 1670/** 1671 * This function uses a similar approach to that of AA lines in the drawLines() function. 1672 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment 1673 * shader to compute the translucency of the color, determined by whether a given pixel is 1674 * within that boundary region and how far into the region it is. 1675 */ 1676void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom, 1677 int color, SkXfermode::Mode mode) { 1678 float inverseScaleX = 1.0f; 1679 float inverseScaleY = 1.0f; 1680 // The quad that we use needs to account for scaling. 1681 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 1682 Matrix4 *mat = mSnapshot->transform; 1683 float m00 = mat->data[Matrix4::kScaleX]; 1684 float m01 = mat->data[Matrix4::kSkewY]; 1685 float m02 = mat->data[2]; 1686 float m10 = mat->data[Matrix4::kSkewX]; 1687 float m11 = mat->data[Matrix4::kScaleX]; 1688 float m12 = mat->data[6]; 1689 float scaleX = sqrt(m00 * m00 + m01 * m01); 1690 float scaleY = sqrt(m10 * m10 + m11 * m11); 1691 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1692 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1693 } 1694 1695 setupDraw(); 1696 setupDrawNoTexture(); 1697 setupDrawAALine(); 1698 setupDrawColor(color); 1699 setupDrawColorFilter(); 1700 setupDrawShader(); 1701 setupDrawBlending(true, mode); 1702 setupDrawProgram(); 1703 setupDrawModelViewIdentity(true); 1704 setupDrawColorUniforms(); 1705 setupDrawColorFilterUniforms(); 1706 setupDrawShaderIdentityUniforms(); 1707 1708 AAVertex rects[4]; 1709 AAVertex* aaVertices = &rects[0]; 1710 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1711 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1712 1713 float boundarySizeX = .5 * inverseScaleX; 1714 float boundarySizeY = .5 * inverseScaleY; 1715 1716 // Adjust the rect by the AA boundary padding 1717 left -= boundarySizeX; 1718 right += boundarySizeX; 1719 top -= boundarySizeY; 1720 bottom += boundarySizeY; 1721 1722 float width = right - left; 1723 float height = bottom - top; 1724 1725 float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0; 1726 float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0; 1727 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); 1728 int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1729 int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1730 glUniform1f(boundaryLengthSlot, boundaryHeightProportion); 1731 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryHeightProportion)); 1732 1733 if (!quickReject(left, top, right, bottom)) { 1734 AAVertex::set(aaVertices++, left, bottom, 1, 1); 1735 AAVertex::set(aaVertices++, left, top, 1, 0); 1736 AAVertex::set(aaVertices++, right, bottom, 0, 1); 1737 AAVertex::set(aaVertices++, right, top, 0, 0); 1738 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1739 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 1740 } 1741} 1742 1743/** 1744 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1745 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1746 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1747 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 1748 * of the line. Hairlines are more involved because we need to account for transform scaling 1749 * to end up with a one-pixel-wide line in screen space.. 1750 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 1751 * in combination with values that we calculate and pass down in this method. The basic approach 1752 * is that the quad we create contains both the core line area plus a bounding area in which 1753 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 1754 * proportion of the width and the length of a given segment is represented by the boundary 1755 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 1756 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 1757 * on the inside). This ends up giving the result we want, with pixels that are completely 1758 * 'inside' the line area being filled opaquely and the other pixels being filled according to 1759 * how far into the boundary region they are, which is determined by shader interpolation. 1760 */ 1761void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1762 if (mSnapshot->isIgnored()) return; 1763 1764 const bool isAA = paint->isAntiAlias(); 1765 // We use half the stroke width here because we're going to position the quad 1766 // corner vertices half of the width away from the line endpoints 1767 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 1768 // A stroke width of 0 has a special meaning in Skia: 1769 // it draws a line 1 px wide regardless of current transform 1770 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1771 float inverseScaleX = 1.0f; 1772 float inverseScaleY = 1.0f; 1773 bool scaled = false; 1774 int alpha; 1775 SkXfermode::Mode mode; 1776 int generatedVerticesCount = 0; 1777 int verticesCount = count; 1778 if (count > 4) { 1779 // Polyline: account for extra vertices needed for continuous tri-strip 1780 verticesCount += (count - 4); 1781 } 1782 1783 if (isHairLine || isAA) { 1784 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 1785 // the line on the screen should always be one pixel wide regardless of scale. For 1786 // AA lines, we only want one pixel of translucent boundary around the quad. 1787 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 1788 Matrix4 *mat = mSnapshot->transform; 1789 float m00 = mat->data[Matrix4::kScaleX]; 1790 float m01 = mat->data[Matrix4::kSkewY]; 1791 float m02 = mat->data[2]; 1792 float m10 = mat->data[Matrix4::kSkewX]; 1793 float m11 = mat->data[Matrix4::kScaleX]; 1794 float m12 = mat->data[6]; 1795 float scaleX = sqrtf(m00 * m00 + m01 * m01); 1796 float scaleY = sqrtf(m10 * m10 + m11 * m11); 1797 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1798 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1799 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 1800 scaled = true; 1801 } 1802 } 1803 } 1804 1805 getAlphaAndMode(paint, &alpha, &mode); 1806 setupDraw(); 1807 setupDrawNoTexture(); 1808 if (isAA) { 1809 setupDrawAALine(); 1810 } 1811 setupDrawColor(paint->getColor(), alpha); 1812 setupDrawColorFilter(); 1813 setupDrawShader(); 1814 setupDrawBlending(isAA, mode); 1815 setupDrawProgram(); 1816 setupDrawModelViewIdentity(true); 1817 setupDrawColorUniforms(); 1818 setupDrawColorFilterUniforms(); 1819 setupDrawShaderIdentityUniforms(); 1820 1821 if (isHairLine) { 1822 // Set a real stroke width to be used in quad construction 1823 halfStrokeWidth = isAA? 1 : .5; 1824 } else if (isAA && !scaled) { 1825 // Expand boundary to enable AA calculations on the quad border 1826 halfStrokeWidth += .5f; 1827 } 1828 Vertex lines[verticesCount]; 1829 Vertex* vertices = &lines[0]; 1830 AAVertex wLines[verticesCount]; 1831 AAVertex* aaVertices = &wLines[0]; 1832 if (CC_UNLIKELY(!isAA)) { 1833 setupDrawVertices(vertices); 1834 } else { 1835 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1836 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1837 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 1838 // AA stroke width (the base stroke width expanded by a half pixel on either side). 1839 // This value is used in the fragment shader to determine how to fill fragments. 1840 // We will need to calculate the actual width proportion on each segment for 1841 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 1842 float boundaryWidthProportion = 1 / (2 * halfStrokeWidth); 1843 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); 1844 } 1845 1846 AAVertex* prevAAVertex = NULL; 1847 Vertex* prevVertex = NULL; 1848 1849 int boundaryLengthSlot = -1; 1850 int inverseBoundaryLengthSlot = -1; 1851 int boundaryWidthSlot = -1; 1852 int inverseBoundaryWidthSlot = -1; 1853 for (int i = 0; i < count; i += 4) { 1854 // a = start point, b = end point 1855 vec2 a(points[i], points[i + 1]); 1856 vec2 b(points[i + 2], points[i + 3]); 1857 float length = 0; 1858 float boundaryLengthProportion = 0; 1859 float boundaryWidthProportion = 0; 1860 1861 // Find the normal to the line 1862 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 1863 if (isHairLine) { 1864 if (isAA) { 1865 float wideningFactor; 1866 if (fabs(n.x) >= fabs(n.y)) { 1867 wideningFactor = fabs(1.0f / n.x); 1868 } else { 1869 wideningFactor = fabs(1.0f / n.y); 1870 } 1871 n *= wideningFactor; 1872 } 1873 if (scaled) { 1874 n.x *= inverseScaleX; 1875 n.y *= inverseScaleY; 1876 } 1877 } else if (scaled) { 1878 // Extend n by .5 pixel on each side, post-transform 1879 vec2 extendedN = n.copyNormalized(); 1880 extendedN /= 2; 1881 extendedN.x *= inverseScaleX; 1882 extendedN.y *= inverseScaleY; 1883 float extendedNLength = extendedN.length(); 1884 // We need to set this value on the shader prior to drawing 1885 boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength); 1886 n += extendedN; 1887 } 1888 float x = n.x; 1889 n.x = -n.y; 1890 n.y = x; 1891 1892 // aa lines expand the endpoint vertices to encompass the AA boundary 1893 if (isAA) { 1894 vec2 abVector = (b - a); 1895 length = abVector.length(); 1896 abVector.normalize(); 1897 if (scaled) { 1898 abVector.x *= inverseScaleX; 1899 abVector.y *= inverseScaleY; 1900 float abLength = abVector.length(); 1901 boundaryLengthProportion = abLength / (length + abLength); 1902 } else { 1903 boundaryLengthProportion = .5 / (length + 1); 1904 } 1905 abVector /= 2; 1906 a -= abVector; 1907 b += abVector; 1908 } 1909 1910 // Four corners of the rectangle defining a thick line 1911 vec2 p1 = a - n; 1912 vec2 p2 = a + n; 1913 vec2 p3 = b + n; 1914 vec2 p4 = b - n; 1915 1916 1917 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1918 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1919 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1920 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1921 1922 if (!quickReject(left, top, right, bottom)) { 1923 if (!isAA) { 1924 if (prevVertex != NULL) { 1925 // Issue two repeat vertices to create degenerate triangles to bridge 1926 // between the previous line and the new one. This is necessary because 1927 // we are creating a single triangle_strip which will contain 1928 // potentially discontinuous line segments. 1929 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 1930 Vertex::set(vertices++, p1.x, p1.y); 1931 generatedVerticesCount += 2; 1932 } 1933 Vertex::set(vertices++, p1.x, p1.y); 1934 Vertex::set(vertices++, p2.x, p2.y); 1935 Vertex::set(vertices++, p4.x, p4.y); 1936 Vertex::set(vertices++, p3.x, p3.y); 1937 prevVertex = vertices - 1; 1938 generatedVerticesCount += 4; 1939 } else { 1940 if (!isHairLine && scaled) { 1941 // Must set width proportions per-segment for scaled non-hairlines to use the 1942 // correct AA boundary dimensions 1943 if (boundaryWidthSlot < 0) { 1944 boundaryWidthSlot = 1945 mCaches.currentProgram->getUniform("boundaryWidth"); 1946 inverseBoundaryWidthSlot = 1947 mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1948 } 1949 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1950 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1951 } 1952 if (boundaryLengthSlot < 0) { 1953 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1954 inverseBoundaryLengthSlot = 1955 mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1956 } 1957 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 1958 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion)); 1959 1960 if (prevAAVertex != NULL) { 1961 // Issue two repeat vertices to create degenerate triangles to bridge 1962 // between the previous line and the new one. This is necessary because 1963 // we are creating a single triangle_strip which will contain 1964 // potentially discontinuous line segments. 1965 AAVertex::set(aaVertices++,prevAAVertex->position[0], 1966 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 1967 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1968 generatedVerticesCount += 2; 1969 } 1970 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1971 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 1972 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 1973 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 1974 prevAAVertex = aaVertices - 1; 1975 generatedVerticesCount += 4; 1976 } 1977 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 1978 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 1979 *mSnapshot->transform); 1980 } 1981 } 1982 if (generatedVerticesCount > 0) { 1983 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 1984 } 1985} 1986 1987void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 1988 if (mSnapshot->isIgnored()) return; 1989 1990 // TODO: The paint's cap style defines whether the points are square or circular 1991 // TODO: Handle AA for round points 1992 1993 // A stroke width of 0 has a special meaning in Skia: 1994 // it draws an unscaled 1px point 1995 float strokeWidth = paint->getStrokeWidth(); 1996 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1997 if (isHairLine) { 1998 // Now that we know it's hairline, we can set the effective width, to be used later 1999 strokeWidth = 1.0f; 2000 } 2001 const float halfWidth = strokeWidth / 2; 2002 int alpha; 2003 SkXfermode::Mode mode; 2004 getAlphaAndMode(paint, &alpha, &mode); 2005 2006 int verticesCount = count >> 1; 2007 int generatedVerticesCount = 0; 2008 2009 TextureVertex pointsData[verticesCount]; 2010 TextureVertex* vertex = &pointsData[0]; 2011 2012 setupDraw(); 2013 setupDrawNoTexture(); 2014 setupDrawPoint(strokeWidth); 2015 setupDrawColor(paint->getColor(), alpha); 2016 setupDrawColorFilter(); 2017 setupDrawShader(); 2018 setupDrawBlending(mode); 2019 setupDrawProgram(); 2020 setupDrawModelViewIdentity(true); 2021 setupDrawColorUniforms(); 2022 setupDrawColorFilterUniforms(); 2023 setupDrawPointUniforms(); 2024 setupDrawShaderIdentityUniforms(); 2025 setupDrawMesh(vertex); 2026 2027 for (int i = 0; i < count; i += 2) { 2028 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 2029 generatedVerticesCount++; 2030 float left = points[i] - halfWidth; 2031 float right = points[i] + halfWidth; 2032 float top = points[i + 1] - halfWidth; 2033 float bottom = points [i + 1] + halfWidth; 2034 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 2035 } 2036 2037 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 2038} 2039 2040void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2041 // No need to check against the clip, we fill the clip region 2042 if (mSnapshot->isIgnored()) return; 2043 2044 Rect& clip(*mSnapshot->clipRect); 2045 clip.snapToPixelBoundaries(); 2046 2047 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2048} 2049 2050void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 2051 if (!texture) return; 2052 const AutoTexture autoCleanup(texture); 2053 2054 const float x = left + texture->left - texture->offset; 2055 const float y = top + texture->top - texture->offset; 2056 2057 drawPathTexture(texture, x, y, paint); 2058} 2059 2060void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2061 float rx, float ry, SkPaint* paint) { 2062 if (mSnapshot->isIgnored()) return; 2063 2064 mCaches.activeTexture(0); 2065 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 2066 right - left, bottom - top, rx, ry, paint); 2067 drawShape(left, top, texture, paint); 2068} 2069 2070void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 2071 if (mSnapshot->isIgnored()) return; 2072 2073 mCaches.activeTexture(0); 2074 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 2075 drawShape(x - radius, y - radius, texture, paint); 2076} 2077 2078void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 2079 if (mSnapshot->isIgnored()) return; 2080 2081 mCaches.activeTexture(0); 2082 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 2083 drawShape(left, top, texture, paint); 2084} 2085 2086void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2087 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 2088 if (mSnapshot->isIgnored()) return; 2089 2090 if (fabs(sweepAngle) >= 360.0f) { 2091 drawOval(left, top, right, bottom, paint); 2092 return; 2093 } 2094 2095 mCaches.activeTexture(0); 2096 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2097 startAngle, sweepAngle, useCenter, paint); 2098 drawShape(left, top, texture, paint); 2099} 2100 2101void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 2102 SkPaint* paint) { 2103 if (mSnapshot->isIgnored()) return; 2104 2105 mCaches.activeTexture(0); 2106 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 2107 drawShape(left, top, texture, paint); 2108} 2109 2110void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2111 if (p->getStyle() != SkPaint::kFill_Style) { 2112 drawRectAsShape(left, top, right, bottom, p); 2113 return; 2114 } 2115 2116 if (quickReject(left, top, right, bottom)) { 2117 return; 2118 } 2119 2120 SkXfermode::Mode mode; 2121 if (!mCaches.extensions.hasFramebufferFetch()) { 2122 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 2123 if (!isMode) { 2124 // Assume SRC_OVER 2125 mode = SkXfermode::kSrcOver_Mode; 2126 } 2127 } else { 2128 mode = getXfermode(p->getXfermode()); 2129 } 2130 2131 int color = p->getColor(); 2132 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2133 drawAARect(left, top, right, bottom, color, mode); 2134 } else { 2135 drawColorRect(left, top, right, bottom, color, mode); 2136 } 2137} 2138 2139void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2140 const float* positions, SkPaint* paint) { 2141 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2142 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2143 return; 2144 } 2145 2146 // NOTE: Skia does not support perspective transform on drawPosText yet 2147 if (!mSnapshot->transform->isSimple()) { 2148 return; 2149 } 2150 2151 float x = 0.0f; 2152 float y = 0.0f; 2153 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2154 if (pureTranslate) { 2155 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2156 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2157 } 2158 2159 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2160 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2161 paint->getTextSize()); 2162 2163 int alpha; 2164 SkXfermode::Mode mode; 2165 getAlphaAndMode(paint, &alpha, &mode); 2166 2167 // Pick the appropriate texture filtering 2168 bool linearFilter = mSnapshot->transform->changesBounds(); 2169 if (pureTranslate && !linearFilter) { 2170 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2171 } 2172 2173 mCaches.activeTexture(0); 2174 setupDraw(); 2175 setupDrawDirtyRegionsDisabled(); 2176 setupDrawWithTexture(true); 2177 setupDrawAlpha8Color(paint->getColor(), alpha); 2178 setupDrawColorFilter(); 2179 setupDrawShader(); 2180 setupDrawBlending(true, mode); 2181 setupDrawProgram(); 2182 setupDrawModelView(x, y, x, y, pureTranslate, true); 2183 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2184 setupDrawPureColorUniforms(); 2185 setupDrawColorFilterUniforms(); 2186 setupDrawShaderUniforms(pureTranslate); 2187 2188 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2189 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2190 2191#if RENDER_LAYERS_AS_REGIONS 2192 const bool hasActiveLayer = hasLayer(); 2193#else 2194 const bool hasActiveLayer = false; 2195#endif 2196 2197 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2198 positions, hasActiveLayer ? &bounds : NULL)) { 2199#if RENDER_LAYERS_AS_REGIONS 2200 if (hasActiveLayer) { 2201 if (!pureTranslate) { 2202 mSnapshot->transform->mapRect(bounds); 2203 } 2204 dirtyLayerUnchecked(bounds, getRegion()); 2205 } 2206#endif 2207 } 2208} 2209 2210void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2211 float x, float y, SkPaint* paint, float length) { 2212 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2213 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2214 return; 2215 } 2216 2217 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2218 switch (paint->getTextAlign()) { 2219 case SkPaint::kCenter_Align: 2220 x -= length / 2.0f; 2221 break; 2222 case SkPaint::kRight_Align: 2223 x -= length; 2224 break; 2225 default: 2226 break; 2227 } 2228 2229 SkPaint::FontMetrics metrics; 2230 paint->getFontMetrics(&metrics, 0.0f); 2231 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2232 return; 2233 } 2234 2235 const float oldX = x; 2236 const float oldY = y; 2237 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2238 if (CC_LIKELY(pureTranslate)) { 2239 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2240 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2241 } 2242 2243#if DEBUG_GLYPHS 2244 ALOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface())); 2245#endif 2246 2247 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2248 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2249 paint->getTextSize()); 2250 2251 int alpha; 2252 SkXfermode::Mode mode; 2253 getAlphaAndMode(paint, &alpha, &mode); 2254 2255 if (CC_UNLIKELY(mHasShadow)) { 2256 mCaches.activeTexture(0); 2257 2258 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2259 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2260 paint, text, bytesCount, count, mShadowRadius); 2261 const AutoTexture autoCleanup(shadow); 2262 2263 const float sx = oldX - shadow->left + mShadowDx; 2264 const float sy = oldY - shadow->top + mShadowDy; 2265 2266 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 2267 int shadowColor = mShadowColor; 2268 if (mShader) { 2269 shadowColor = 0xffffffff; 2270 } 2271 2272 setupDraw(); 2273 setupDrawWithTexture(true); 2274 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2275 setupDrawColorFilter(); 2276 setupDrawShader(); 2277 setupDrawBlending(true, mode); 2278 setupDrawProgram(); 2279 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2280 setupDrawTexture(shadow->id); 2281 setupDrawPureColorUniforms(); 2282 setupDrawColorFilterUniforms(); 2283 setupDrawShaderUniforms(); 2284 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2285 2286 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2287 } 2288 2289 // Pick the appropriate texture filtering 2290 bool linearFilter = mSnapshot->transform->changesBounds(); 2291 if (pureTranslate && !linearFilter) { 2292 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2293 } 2294 2295 mCaches.activeTexture(0); 2296 setupDraw(); 2297 setupDrawDirtyRegionsDisabled(); 2298 setupDrawWithTexture(true); 2299 setupDrawAlpha8Color(paint->getColor(), alpha); 2300 setupDrawColorFilter(); 2301 setupDrawShader(); 2302 setupDrawBlending(true, mode); 2303 setupDrawProgram(); 2304 setupDrawModelView(x, y, x, y, pureTranslate, true); 2305 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2306 setupDrawPureColorUniforms(); 2307 setupDrawColorFilterUniforms(); 2308 setupDrawShaderUniforms(pureTranslate); 2309 2310 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2311 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2312 2313#if RENDER_LAYERS_AS_REGIONS 2314 const bool hasActiveLayer = hasLayer(); 2315#else 2316 const bool hasActiveLayer = false; 2317#endif 2318 2319 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 2320 hasActiveLayer ? &bounds : NULL)) { 2321#if RENDER_LAYERS_AS_REGIONS 2322 if (hasActiveLayer) { 2323 if (!pureTranslate) { 2324 mSnapshot->transform->mapRect(bounds); 2325 } 2326 dirtyLayerUnchecked(bounds, getRegion()); 2327 } 2328#endif 2329 } 2330 2331 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2332} 2333 2334void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2335 float hOffset, float vOffset, SkPaint* paint) { 2336 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2337 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2338 return; 2339 } 2340 2341 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2342 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2343 paint->getTextSize()); 2344 2345 int alpha; 2346 SkXfermode::Mode mode; 2347 getAlphaAndMode(paint, &alpha, &mode); 2348 2349 mCaches.activeTexture(0); 2350 setupDraw(); 2351 setupDrawDirtyRegionsDisabled(); 2352 setupDrawWithTexture(true); 2353 setupDrawAlpha8Color(paint->getColor(), alpha); 2354 setupDrawColorFilter(); 2355 setupDrawShader(); 2356 setupDrawBlending(true, mode); 2357 setupDrawProgram(); 2358 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2359 setupDrawTexture(fontRenderer.getTexture(true)); 2360 setupDrawPureColorUniforms(); 2361 setupDrawColorFilterUniforms(); 2362 setupDrawShaderUniforms(false); 2363 2364 const Rect* clip = &mSnapshot->getLocalClip(); 2365 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2366 2367#if RENDER_LAYERS_AS_REGIONS 2368 const bool hasActiveLayer = hasLayer(); 2369#else 2370 const bool hasActiveLayer = false; 2371#endif 2372 2373 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2374 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2375#if RENDER_LAYERS_AS_REGIONS 2376 if (hasActiveLayer) { 2377 mSnapshot->transform->mapRect(bounds); 2378 dirtyLayerUnchecked(bounds, getRegion()); 2379 } 2380#endif 2381 } 2382} 2383 2384void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2385 if (mSnapshot->isIgnored()) return; 2386 2387 mCaches.activeTexture(0); 2388 2389 // TODO: Perform early clip test before we rasterize the path 2390 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2391 if (!texture) return; 2392 const AutoTexture autoCleanup(texture); 2393 2394 const float x = texture->left - texture->offset; 2395 const float y = texture->top - texture->offset; 2396 2397 drawPathTexture(texture, x, y, paint); 2398} 2399 2400void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2401 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 2402 return; 2403 } 2404 2405 if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) { 2406 OpenGLRenderer* renderer = layer->renderer; 2407 Rect& dirty = layer->dirtyRect; 2408 2409 interrupt(); 2410 renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight()); 2411 renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend()); 2412 renderer->drawDisplayList(layer->displayList, layer->getWidth(), layer->getHeight(), 2413 dirty, DisplayList::kReplayFlag_ClipChildren); 2414 renderer->finish(); 2415 resume(); 2416 2417 dirty.setEmpty(); 2418 layer->deferredUpdateScheduled = false; 2419 layer->renderer = NULL; 2420 layer->displayList = NULL; 2421 } 2422 2423 mCaches.activeTexture(0); 2424 2425 int alpha; 2426 SkXfermode::Mode mode; 2427 getAlphaAndMode(paint, &alpha, &mode); 2428 2429 layer->setAlpha(alpha, mode); 2430 2431#if RENDER_LAYERS_AS_REGIONS 2432 if (CC_LIKELY(!layer->region.isEmpty())) { 2433 if (layer->region.isRect()) { 2434 composeLayerRect(layer, layer->regionRect); 2435 } else if (layer->mesh) { 2436 const float a = alpha / 255.0f; 2437 const Rect& rect = layer->layer; 2438 2439 setupDraw(); 2440 setupDrawWithTexture(); 2441 setupDrawColor(a, a, a, a); 2442 setupDrawColorFilter(); 2443 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2444 setupDrawProgram(); 2445 setupDrawPureColorUniforms(); 2446 setupDrawColorFilterUniforms(); 2447 setupDrawTexture(layer->getTexture()); 2448 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2449 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2450 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2451 2452 layer->setFilter(GL_NEAREST); 2453 setupDrawModelViewTranslate(x, y, 2454 x + layer->layer.getWidth(), y + layer->layer.getHeight(), true); 2455 } else { 2456 layer->setFilter(GL_LINEAR); 2457 setupDrawModelViewTranslate(x, y, 2458 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2459 } 2460 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2461 2462 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2463 GL_UNSIGNED_SHORT, layer->meshIndices); 2464 2465 finishDrawTexture(); 2466 2467#if DEBUG_LAYERS_AS_REGIONS 2468 drawRegionRects(layer->region); 2469#endif 2470 } 2471 } 2472#else 2473 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2474 composeLayerRect(layer, r); 2475#endif 2476} 2477 2478/////////////////////////////////////////////////////////////////////////////// 2479// Shaders 2480/////////////////////////////////////////////////////////////////////////////// 2481 2482void OpenGLRenderer::resetShader() { 2483 mShader = NULL; 2484} 2485 2486void OpenGLRenderer::setupShader(SkiaShader* shader) { 2487 mShader = shader; 2488 if (mShader) { 2489 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2490 } 2491} 2492 2493/////////////////////////////////////////////////////////////////////////////// 2494// Color filters 2495/////////////////////////////////////////////////////////////////////////////// 2496 2497void OpenGLRenderer::resetColorFilter() { 2498 mColorFilter = NULL; 2499} 2500 2501void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2502 mColorFilter = filter; 2503} 2504 2505/////////////////////////////////////////////////////////////////////////////// 2506// Drop shadow 2507/////////////////////////////////////////////////////////////////////////////// 2508 2509void OpenGLRenderer::resetShadow() { 2510 mHasShadow = false; 2511} 2512 2513void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2514 mHasShadow = true; 2515 mShadowRadius = radius; 2516 mShadowDx = dx; 2517 mShadowDy = dy; 2518 mShadowColor = color; 2519} 2520 2521/////////////////////////////////////////////////////////////////////////////// 2522// Draw filters 2523/////////////////////////////////////////////////////////////////////////////// 2524 2525void OpenGLRenderer::resetPaintFilter() { 2526 mHasDrawFilter = false; 2527} 2528 2529void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2530 mHasDrawFilter = true; 2531 mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 2532 mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 2533} 2534 2535SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 2536 if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint; 2537 2538 uint32_t flags = paint->getFlags(); 2539 2540 mFilteredPaint = *paint; 2541 mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits); 2542 2543 return &mFilteredPaint; 2544} 2545 2546/////////////////////////////////////////////////////////////////////////////// 2547// Drawing implementation 2548/////////////////////////////////////////////////////////////////////////////// 2549 2550void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2551 float x, float y, SkPaint* paint) { 2552 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2553 return; 2554 } 2555 2556 int alpha; 2557 SkXfermode::Mode mode; 2558 getAlphaAndMode(paint, &alpha, &mode); 2559 2560 setupDraw(); 2561 setupDrawWithTexture(true); 2562 setupDrawAlpha8Color(paint->getColor(), alpha); 2563 setupDrawColorFilter(); 2564 setupDrawShader(); 2565 setupDrawBlending(true, mode); 2566 setupDrawProgram(); 2567 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2568 setupDrawTexture(texture->id); 2569 setupDrawPureColorUniforms(); 2570 setupDrawColorFilterUniforms(); 2571 setupDrawShaderUniforms(); 2572 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2573 2574 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2575 2576 finishDrawTexture(); 2577} 2578 2579// Same values used by Skia 2580#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2581#define kStdUnderline_Offset (1.0f / 9.0f) 2582#define kStdUnderline_Thickness (1.0f / 18.0f) 2583 2584void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2585 float x, float y, SkPaint* paint) { 2586 // Handle underline and strike-through 2587 uint32_t flags = paint->getFlags(); 2588 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2589 SkPaint paintCopy(*paint); 2590 float underlineWidth = length; 2591 // If length is > 0.0f, we already measured the text for the text alignment 2592 if (length <= 0.0f) { 2593 underlineWidth = paintCopy.measureText(text, bytesCount); 2594 } 2595 2596 float offsetX = 0; 2597 switch (paintCopy.getTextAlign()) { 2598 case SkPaint::kCenter_Align: 2599 offsetX = underlineWidth * 0.5f; 2600 break; 2601 case SkPaint::kRight_Align: 2602 offsetX = underlineWidth; 2603 break; 2604 default: 2605 break; 2606 } 2607 2608 if (CC_LIKELY(underlineWidth > 0.0f)) { 2609 const float textSize = paintCopy.getTextSize(); 2610 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2611 2612 const float left = x - offsetX; 2613 float top = 0.0f; 2614 2615 int linesCount = 0; 2616 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2617 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2618 2619 const int pointsCount = 4 * linesCount; 2620 float points[pointsCount]; 2621 int currentPoint = 0; 2622 2623 if (flags & SkPaint::kUnderlineText_Flag) { 2624 top = y + textSize * kStdUnderline_Offset; 2625 points[currentPoint++] = left; 2626 points[currentPoint++] = top; 2627 points[currentPoint++] = left + underlineWidth; 2628 points[currentPoint++] = top; 2629 } 2630 2631 if (flags & SkPaint::kStrikeThruText_Flag) { 2632 top = y + textSize * kStdStrikeThru_Offset; 2633 points[currentPoint++] = left; 2634 points[currentPoint++] = top; 2635 points[currentPoint++] = left + underlineWidth; 2636 points[currentPoint++] = top; 2637 } 2638 2639 paintCopy.setStrokeWidth(strokeWidth); 2640 2641 drawLines(&points[0], pointsCount, &paintCopy); 2642 } 2643 } 2644} 2645 2646void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2647 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2648 // If a shader is set, preserve only the alpha 2649 if (mShader) { 2650 color |= 0x00ffffff; 2651 } 2652 2653 setupDraw(); 2654 setupDrawNoTexture(); 2655 setupDrawColor(color); 2656 setupDrawShader(); 2657 setupDrawColorFilter(); 2658 setupDrawBlending(mode); 2659 setupDrawProgram(); 2660 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2661 setupDrawColorUniforms(); 2662 setupDrawShaderUniforms(ignoreTransform); 2663 setupDrawColorFilterUniforms(); 2664 setupDrawSimpleMesh(); 2665 2666 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2667} 2668 2669void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2670 Texture* texture, SkPaint* paint) { 2671 int alpha; 2672 SkXfermode::Mode mode; 2673 getAlphaAndMode(paint, &alpha, &mode); 2674 2675 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2676 2677 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2678 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2679 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2680 2681 texture->setFilter(GL_NEAREST, true); 2682 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2683 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2684 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2685 } else { 2686 texture->setFilter(FILTER(paint), true); 2687 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2688 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2689 GL_TRIANGLE_STRIP, gMeshCount); 2690 } 2691} 2692 2693void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2694 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2695 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2696 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2697} 2698 2699void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2700 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2701 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2702 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2703 2704 setupDraw(); 2705 setupDrawWithTexture(); 2706 setupDrawColor(alpha, alpha, alpha, alpha); 2707 setupDrawColorFilter(); 2708 setupDrawBlending(blend, mode, swapSrcDst); 2709 setupDrawProgram(); 2710 if (!dirty) { 2711 setupDrawDirtyRegionsDisabled(); 2712 } 2713 if (!ignoreScale) { 2714 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2715 } else { 2716 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2717 } 2718 setupDrawPureColorUniforms(); 2719 setupDrawColorFilterUniforms(); 2720 setupDrawTexture(texture); 2721 setupDrawMesh(vertices, texCoords, vbo); 2722 2723 glDrawArrays(drawMode, 0, elementsCount); 2724 2725 finishDrawTexture(); 2726} 2727 2728void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2729 ProgramDescription& description, bool swapSrcDst) { 2730 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2731 if (blend) { 2732 // These blend modes are not supported by OpenGL directly and have 2733 // to be implemented using shaders. Since the shader will perform 2734 // the blending, turn blending off here 2735 // If the blend mode cannot be implemented using shaders, fall 2736 // back to the default SrcOver blend mode instead 2737 if CC_UNLIKELY((mode > SkXfermode::kScreen_Mode)) { 2738 if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) { 2739 description.framebufferMode = mode; 2740 description.swapSrcDst = swapSrcDst; 2741 2742 if (mCaches.blend) { 2743 glDisable(GL_BLEND); 2744 mCaches.blend = false; 2745 } 2746 2747 return; 2748 } else { 2749 mode = SkXfermode::kSrcOver_Mode; 2750 } 2751 } 2752 2753 if (!mCaches.blend) { 2754 glEnable(GL_BLEND); 2755 } 2756 2757 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2758 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2759 2760 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2761 glBlendFunc(sourceMode, destMode); 2762 mCaches.lastSrcMode = sourceMode; 2763 mCaches.lastDstMode = destMode; 2764 } 2765 } else if (mCaches.blend) { 2766 glDisable(GL_BLEND); 2767 } 2768 mCaches.blend = blend; 2769} 2770 2771bool OpenGLRenderer::useProgram(Program* program) { 2772 if (!program->isInUse()) { 2773 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2774 program->use(); 2775 mCaches.currentProgram = program; 2776 return false; 2777 } 2778 return true; 2779} 2780 2781void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2782 TextureVertex* v = &mMeshVertices[0]; 2783 TextureVertex::setUV(v++, u1, v1); 2784 TextureVertex::setUV(v++, u2, v1); 2785 TextureVertex::setUV(v++, u1, v2); 2786 TextureVertex::setUV(v++, u2, v2); 2787} 2788 2789void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2790 if (paint) { 2791 *mode = getXfermode(paint->getXfermode()); 2792 2793 // Skia draws using the color's alpha channel if < 255 2794 // Otherwise, it uses the paint's alpha 2795 int color = paint->getColor(); 2796 *alpha = (color >> 24) & 0xFF; 2797 if (*alpha == 255) { 2798 *alpha = paint->getAlpha(); 2799 } 2800 } else { 2801 *mode = SkXfermode::kSrcOver_Mode; 2802 *alpha = 255; 2803 } 2804 *alpha *= mSnapshot->alpha; 2805} 2806 2807SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 2808 SkXfermode::Mode resultMode; 2809 if (!SkXfermode::AsMode(mode, &resultMode)) { 2810 resultMode = SkXfermode::kSrcOver_Mode; 2811 } 2812 return resultMode; 2813} 2814 2815}; // namespace uirenderer 2816}; // namespace android 2817