OpenGLRenderer.cpp revision e0aa84b7dc087e999e20055dcc04cb6a48d5bd62
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(); 169 170 mSnapshot = new Snapshot(mFirstSnapshot, 171 SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag); 172 mSnapshot->fbo = getTargetFbo(); 173 mSaveCount = 1; 174 175 glViewport(0, 0, mWidth, mHeight); 176 mCaches.setScissor(left, mSnapshot->height - bottom, right - left, bottom - top); 177 178 mSnapshot->setClip(left, top, right, bottom); 179 mDirtyClip = false; 180 181 if (!opaque) { 182 glClear(GL_COLOR_BUFFER_BIT); 183 } 184} 185 186void OpenGLRenderer::finish() { 187#if DEBUG_OPENGL 188 GLenum status = GL_NO_ERROR; 189 while ((status = glGetError()) != GL_NO_ERROR) { 190 ALOGD("GL error from OpenGLRenderer: 0x%x", status); 191 switch (status) { 192 case GL_OUT_OF_MEMORY: 193 ALOGE(" OpenGLRenderer is out of memory!"); 194 break; 195 } 196 } 197#endif 198#if DEBUG_MEMORY_USAGE 199 mCaches.dumpMemoryUsage(); 200#else 201 if (mCaches.getDebugLevel() & kDebugMemory) { 202 mCaches.dumpMemoryUsage(); 203 } 204#endif 205} 206 207void OpenGLRenderer::interrupt() { 208 if (mCaches.currentProgram) { 209 if (mCaches.currentProgram->isInUse()) { 210 mCaches.currentProgram->remove(); 211 mCaches.currentProgram = NULL; 212 } 213 } 214 mCaches.unbindMeshBuffer(); 215 mCaches.unbindIndicesBuffer(); 216 mCaches.resetVertexPointers(); 217 mCaches.disbaleTexCoordsVertexArray(); 218} 219 220void OpenGLRenderer::resume() { 221 sp<Snapshot> snapshot = (mSnapshot != NULL) ? mSnapshot : mFirstSnapshot; 222 223 glViewport(0, 0, snapshot->viewport.getWidth(), snapshot->viewport.getHeight()); 224 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 225 226 glEnable(GL_SCISSOR_TEST); 227 mCaches.resetScissor(); 228 dirtyClip(); 229 230 mCaches.activeTexture(0); 231 glBindFramebuffer(GL_FRAMEBUFFER, snapshot->fbo); 232 233 mCaches.blend = true; 234 glEnable(GL_BLEND); 235 glBlendFunc(mCaches.lastSrcMode, mCaches.lastDstMode); 236 glBlendEquation(GL_FUNC_ADD); 237} 238 239status_t OpenGLRenderer::callDrawGLFunction(Functor *functor, Rect& dirty) { 240 interrupt(); 241 if (mDirtyClip) { 242 setScissorFromClip(); 243 } 244 245 Rect clip(*mSnapshot->clipRect); 246 clip.snapToPixelBoundaries(); 247 248#if RENDER_LAYERS_AS_REGIONS 249 // Since we don't know what the functor will draw, let's dirty 250 // tne entire clip region 251 if (hasLayer()) { 252 dirtyLayerUnchecked(clip, getRegion()); 253 } 254#endif 255 256 DrawGlInfo info; 257 info.clipLeft = clip.left; 258 info.clipTop = clip.top; 259 info.clipRight = clip.right; 260 info.clipBottom = clip.bottom; 261 info.isLayer = hasLayer(); 262 getSnapshot()->transform->copyTo(&info.transform[0]); 263 264 status_t result = (*functor)(0, &info); 265 266 if (result != 0) { 267 Rect localDirty(info.dirtyLeft, info.dirtyTop, info.dirtyRight, info.dirtyBottom); 268 dirty.unionWith(localDirty); 269 } 270 271 resume(); 272 return result; 273} 274 275/////////////////////////////////////////////////////////////////////////////// 276// State management 277/////////////////////////////////////////////////////////////////////////////// 278 279int OpenGLRenderer::getSaveCount() const { 280 return mSaveCount; 281} 282 283int OpenGLRenderer::save(int flags) { 284 return saveSnapshot(flags); 285} 286 287void OpenGLRenderer::restore() { 288 if (mSaveCount > 1) { 289 restoreSnapshot(); 290 } 291} 292 293void OpenGLRenderer::restoreToCount(int saveCount) { 294 if (saveCount < 1) saveCount = 1; 295 296 while (mSaveCount > saveCount) { 297 restoreSnapshot(); 298 } 299} 300 301int OpenGLRenderer::saveSnapshot(int flags) { 302 mSnapshot = new Snapshot(mSnapshot, flags); 303 return mSaveCount++; 304} 305 306bool OpenGLRenderer::restoreSnapshot() { 307 bool restoreClip = mSnapshot->flags & Snapshot::kFlagClipSet; 308 bool restoreLayer = mSnapshot->flags & Snapshot::kFlagIsLayer; 309 bool restoreOrtho = mSnapshot->flags & Snapshot::kFlagDirtyOrtho; 310 311 sp<Snapshot> current = mSnapshot; 312 sp<Snapshot> previous = mSnapshot->previous; 313 314 if (restoreOrtho) { 315 Rect& r = previous->viewport; 316 glViewport(r.left, r.top, r.right, r.bottom); 317 mOrthoMatrix.load(current->orthoMatrix); 318 } 319 320 mSaveCount--; 321 mSnapshot = previous; 322 323 if (restoreClip) { 324 dirtyClip(); 325 } 326 327 if (restoreLayer) { 328 composeLayer(current, previous); 329 } 330 331 return restoreClip; 332} 333 334/////////////////////////////////////////////////////////////////////////////// 335// Layers 336/////////////////////////////////////////////////////////////////////////////// 337 338int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 339 SkPaint* p, int flags) { 340 const GLuint previousFbo = mSnapshot->fbo; 341 const int count = saveSnapshot(flags); 342 343 if (!mSnapshot->isIgnored()) { 344 int alpha = 255; 345 SkXfermode::Mode mode; 346 347 if (p) { 348 alpha = p->getAlpha(); 349 if (!mCaches.extensions.hasFramebufferFetch()) { 350 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 351 if (!isMode) { 352 // Assume SRC_OVER 353 mode = SkXfermode::kSrcOver_Mode; 354 } 355 } else { 356 mode = getXfermode(p->getXfermode()); 357 } 358 } else { 359 mode = SkXfermode::kSrcOver_Mode; 360 } 361 362 createLayer(mSnapshot, left, top, right, bottom, alpha, mode, flags, previousFbo); 363 } 364 365 return count; 366} 367 368int OpenGLRenderer::saveLayerAlpha(float left, float top, float right, float bottom, 369 int alpha, int flags) { 370 if (alpha >= 255 - ALPHA_THRESHOLD) { 371 return saveLayer(left, top, right, bottom, NULL, flags); 372 } else { 373 SkPaint paint; 374 paint.setAlpha(alpha); 375 return saveLayer(left, top, right, bottom, &paint, flags); 376 } 377} 378 379/** 380 * Layers are viewed by Skia are slightly different than layers in image editing 381 * programs (for instance.) When a layer is created, previously created layers 382 * and the frame buffer still receive every drawing command. For instance, if a 383 * layer is created and a shape intersecting the bounds of the layers and the 384 * framebuffer is draw, the shape will be drawn on both (unless the layer was 385 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 386 * 387 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 388 * texture. Unfortunately, this is inefficient as it requires every primitive to 389 * be drawn n + 1 times, where n is the number of active layers. In practice this 390 * means, for every primitive: 391 * - Switch active frame buffer 392 * - Change viewport, clip and projection matrix 393 * - Issue the drawing 394 * 395 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 396 * To avoid this, layers are implemented in a different way here, at least in the 397 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 398 * is set. When this flag is set we can redirect all drawing operations into a 399 * single FBO. 400 * 401 * This implementation relies on the frame buffer being at least RGBA 8888. When 402 * a layer is created, only a texture is created, not an FBO. The content of the 403 * frame buffer contained within the layer's bounds is copied into this texture 404 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 405 * buffer and drawing continues as normal. This technique therefore treats the 406 * frame buffer as a scratch buffer for the layers. 407 * 408 * To compose the layers back onto the frame buffer, each layer texture 409 * (containing the original frame buffer data) is drawn as a simple quad over 410 * the frame buffer. The trick is that the quad is set as the composition 411 * destination in the blending equation, and the frame buffer becomes the source 412 * of the composition. 413 * 414 * Drawing layers with an alpha value requires an extra step before composition. 415 * An empty quad is drawn over the layer's region in the frame buffer. This quad 416 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 417 * quad is used to multiply the colors in the frame buffer. This is achieved by 418 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 419 * GL_ZERO, GL_SRC_ALPHA. 420 * 421 * Because glCopyTexImage2D() can be slow, an alternative implementation might 422 * be use to draw a single clipped layer. The implementation described above 423 * is correct in every case. 424 * 425 * (1) The frame buffer is actually not cleared right away. To allow the GPU 426 * to potentially optimize series of calls to glCopyTexImage2D, the frame 427 * buffer is left untouched until the first drawing operation. Only when 428 * something actually gets drawn are the layers regions cleared. 429 */ 430bool OpenGLRenderer::createLayer(sp<Snapshot> snapshot, float left, float top, 431 float right, float bottom, int alpha, SkXfermode::Mode mode, 432 int flags, GLuint previousFbo) { 433 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 434 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 435 436 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 437 438 // Window coordinates of the layer 439 Rect bounds(left, top, right, bottom); 440 if (!fboLayer) { 441 mSnapshot->transform->mapRect(bounds); 442 443 // Layers only make sense if they are in the framebuffer's bounds 444 if (bounds.intersect(*snapshot->clipRect)) { 445 // We cannot work with sub-pixels in this case 446 bounds.snapToPixelBoundaries(); 447 448 // When the layer is not an FBO, we may use glCopyTexImage so we 449 // need to make sure the layer does not extend outside the bounds 450 // of the framebuffer 451 if (!bounds.intersect(snapshot->previous->viewport)) { 452 bounds.setEmpty(); 453 } 454 } else { 455 bounds.setEmpty(); 456 } 457 } 458 459 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 460 bounds.getHeight() > mCaches.maxTextureSize) { 461 snapshot->empty = fboLayer; 462 } else { 463 snapshot->invisible = snapshot->invisible || (alpha <= ALPHA_THRESHOLD && fboLayer); 464 } 465 466 // Bail out if we won't draw in this snapshot 467 if (snapshot->invisible || snapshot->empty) { 468 return false; 469 } 470 471 mCaches.activeTexture(0); 472 Layer* layer = mCaches.layerCache.get(bounds.getWidth(), bounds.getHeight()); 473 if (!layer) { 474 return false; 475 } 476 477 layer->setAlpha(alpha, mode); 478 layer->layer.set(bounds); 479 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 480 bounds.getWidth() / float(layer->getWidth()), 0.0f); 481 layer->setColorFilter(mColorFilter); 482 483 // Save the layer in the snapshot 484 snapshot->flags |= Snapshot::kFlagIsLayer; 485 snapshot->layer = layer; 486 487 if (fboLayer) { 488 return createFboLayer(layer, bounds, snapshot, previousFbo); 489 } else { 490 // Copy the framebuffer into the layer 491 layer->bindTexture(); 492 if (!bounds.isEmpty()) { 493 if (layer->isEmpty()) { 494 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 495 bounds.left, snapshot->height - bounds.bottom, 496 layer->getWidth(), layer->getHeight(), 0); 497 layer->setEmpty(false); 498 } else { 499 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bounds.left, 500 snapshot->height - bounds.bottom, bounds.getWidth(), bounds.getHeight()); 501 } 502 503 // Enqueue the buffer coordinates to clear the corresponding region later 504 mLayers.push(new Rect(bounds)); 505 } 506 } 507 508 return true; 509} 510 511bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, sp<Snapshot> snapshot, 512 GLuint previousFbo) { 513 layer->setFbo(mCaches.fboCache.get()); 514 515#if RENDER_LAYERS_AS_REGIONS 516 snapshot->region = &snapshot->layer->region; 517 snapshot->flags |= Snapshot::kFlagFboTarget; 518#endif 519 520 Rect clip(bounds); 521 snapshot->transform->mapRect(clip); 522 clip.intersect(*snapshot->clipRect); 523 clip.snapToPixelBoundaries(); 524 clip.intersect(snapshot->previous->viewport); 525 526 mat4 inverse; 527 inverse.loadInverse(*mSnapshot->transform); 528 529 inverse.mapRect(clip); 530 clip.snapToPixelBoundaries(); 531 clip.intersect(bounds); 532 clip.translate(-bounds.left, -bounds.top); 533 534 snapshot->flags |= Snapshot::kFlagIsFboLayer; 535 snapshot->fbo = layer->getFbo(); 536 snapshot->resetTransform(-bounds.left, -bounds.top, 0.0f); 537 snapshot->resetClip(clip.left, clip.top, clip.right, clip.bottom); 538 snapshot->viewport.set(0.0f, 0.0f, bounds.getWidth(), bounds.getHeight()); 539 snapshot->height = bounds.getHeight(); 540 snapshot->flags |= Snapshot::kFlagDirtyOrtho; 541 snapshot->orthoMatrix.load(mOrthoMatrix); 542 543 // Bind texture to FBO 544 glBindFramebuffer(GL_FRAMEBUFFER, layer->getFbo()); 545 layer->bindTexture(); 546 547 // Initialize the texture if needed 548 if (layer->isEmpty()) { 549 layer->allocateTexture(GL_RGBA, GL_UNSIGNED_BYTE); 550 layer->setEmpty(false); 551 } 552 553 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 554 layer->getTexture(), 0); 555 556#if DEBUG_LAYERS_AS_REGIONS 557 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); 558 if (status != GL_FRAMEBUFFER_COMPLETE) { 559 ALOGE("Framebuffer incomplete (GL error code 0x%x)", status); 560 561 glBindFramebuffer(GL_FRAMEBUFFER, previousFbo); 562 layer->deleteTexture(); 563 mCaches.fboCache.put(layer->getFbo()); 564 565 delete layer; 566 567 return false; 568 } 569#endif 570 571 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 572 mCaches.setScissor(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 573 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 574 glClear(GL_COLOR_BUFFER_BIT); 575 576 dirtyClip(); 577 578 // Change the ortho projection 579 glViewport(0, 0, bounds.getWidth(), bounds.getHeight()); 580 mOrthoMatrix.loadOrtho(0.0f, bounds.getWidth(), bounds.getHeight(), 0.0f, -1.0f, 1.0f); 581 582 return true; 583} 584 585/** 586 * Read the documentation of createLayer() before doing anything in this method. 587 */ 588void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) { 589 if (!current->layer) { 590 ALOGE("Attempting to compose a layer that does not exist"); 591 return; 592 } 593 594 const bool fboLayer = current->flags & Snapshot::kFlagIsFboLayer; 595 596 if (fboLayer) { 597 // Detach the texture from the FBO 598 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 599 600 // Unbind current FBO and restore previous one 601 glBindFramebuffer(GL_FRAMEBUFFER, previous->fbo); 602 } 603 604 Layer* layer = current->layer; 605 const Rect& rect = layer->layer; 606 607 if (!fboLayer && layer->getAlpha() < 255) { 608 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, 609 layer->getAlpha() << 24, SkXfermode::kDstIn_Mode, true); 610 // Required below, composeLayerRect() will divide by 255 611 layer->setAlpha(255); 612 } 613 614 mCaches.unbindMeshBuffer(); 615 616 mCaches.activeTexture(0); 617 618 // When the layer is stored in an FBO, we can save a bit of fillrate by 619 // drawing only the dirty region 620 if (fboLayer) { 621 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *previous->transform); 622 if (layer->getColorFilter()) { 623 setupColorFilter(layer->getColorFilter()); 624 } 625 composeLayerRegion(layer, rect); 626 if (layer->getColorFilter()) { 627 resetColorFilter(); 628 } 629 } else if (!rect.isEmpty()) { 630 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 631 composeLayerRect(layer, rect, true); 632 } 633 634 if (fboLayer) { 635 // Note: No need to use glDiscardFramebufferEXT() since we never 636 // create/compose layers that are not on screen with this 637 // code path 638 // See LayerRenderer::destroyLayer(Layer*) 639 640 // Put the FBO name back in the cache, if it doesn't fit, it will be destroyed 641 mCaches.fboCache.put(current->fbo); 642 layer->setFbo(0); 643 } 644 645 dirtyClip(); 646 647 // Failing to add the layer to the cache should happen only if the layer is too large 648 if (!mCaches.layerCache.put(layer)) { 649 LAYER_LOGD("Deleting layer"); 650 layer->deleteTexture(); 651 delete layer; 652 } 653} 654 655void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 656 float alpha = layer->getAlpha() / 255.0f; 657 658 mat4& transform = layer->getTransform(); 659 if (!transform.isIdentity()) { 660 save(0); 661 mSnapshot->transform->multiply(transform); 662 } 663 664 setupDraw(); 665 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 666 setupDrawWithTexture(); 667 } else { 668 setupDrawWithExternalTexture(); 669 } 670 setupDrawTextureTransform(); 671 setupDrawColor(alpha, alpha, alpha, alpha); 672 setupDrawColorFilter(); 673 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode()); 674 setupDrawProgram(); 675 setupDrawPureColorUniforms(); 676 setupDrawColorFilterUniforms(); 677 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 678 setupDrawTexture(layer->getTexture()); 679 } else { 680 setupDrawExternalTexture(layer->getTexture()); 681 } 682 if (mSnapshot->transform->isPureTranslate() && 683 layer->getWidth() == (uint32_t) rect.getWidth() && 684 layer->getHeight() == (uint32_t) rect.getHeight()) { 685 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 686 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 687 688 layer->setFilter(GL_NEAREST); 689 setupDrawModelView(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 690 } else { 691 layer->setFilter(GL_LINEAR); 692 setupDrawModelView(rect.left, rect.top, rect.right, rect.bottom); 693 } 694 setupDrawTextureTransformUniforms(layer->getTexTransform()); 695 setupDrawMesh(&mMeshVertices[0].position[0], &mMeshVertices[0].texture[0]); 696 697 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 698 699 finishDrawTexture(); 700 701 if (!transform.isIdentity()) { 702 restore(); 703 } 704} 705 706void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 707 if (!layer->isTextureLayer()) { 708 const Rect& texCoords = layer->texCoords; 709 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 710 texCoords.right, texCoords.bottom); 711 712 float x = rect.left; 713 float y = rect.top; 714 bool simpleTransform = mSnapshot->transform->isPureTranslate() && 715 layer->getWidth() == (uint32_t) rect.getWidth() && 716 layer->getHeight() == (uint32_t) rect.getHeight(); 717 718 if (simpleTransform) { 719 // When we're swapping, the layer is already in screen coordinates 720 if (!swap) { 721 x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 722 y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 723 } 724 725 layer->setFilter(GL_NEAREST, true); 726 } else { 727 layer->setFilter(GL_LINEAR, true); 728 } 729 730 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 731 layer->getTexture(), layer->getAlpha() / 255.0f, 732 layer->getMode(), layer->isBlend(), 733 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 734 GL_TRIANGLE_STRIP, gMeshCount, swap, swap || simpleTransform); 735 736 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 737 } else { 738 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 739 drawTextureLayer(layer, rect); 740 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 741 } 742} 743 744void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 745#if RENDER_LAYERS_AS_REGIONS 746 if (layer->region.isRect()) { 747 layer->setRegionAsRect(); 748 749 composeLayerRect(layer, layer->regionRect); 750 751 layer->region.clear(); 752 return; 753 } 754 755 // TODO: See LayerRenderer.cpp::generateMesh() for important 756 // information about this implementation 757 if (CC_LIKELY(!layer->region.isEmpty())) { 758 size_t count; 759 const android::Rect* rects = layer->region.getArray(&count); 760 761 const float alpha = layer->getAlpha() / 255.0f; 762 const float texX = 1.0f / float(layer->getWidth()); 763 const float texY = 1.0f / float(layer->getHeight()); 764 const float height = rect.getHeight(); 765 766 TextureVertex* mesh = mCaches.getRegionMesh(); 767 GLsizei numQuads = 0; 768 769 setupDraw(); 770 setupDrawWithTexture(); 771 setupDrawColor(alpha, alpha, alpha, alpha); 772 setupDrawColorFilter(); 773 setupDrawBlending(layer->isBlend() || alpha < 1.0f, layer->getMode(), false); 774 setupDrawProgram(); 775 setupDrawDirtyRegionsDisabled(); 776 setupDrawPureColorUniforms(); 777 setupDrawColorFilterUniforms(); 778 setupDrawTexture(layer->getTexture()); 779 if (mSnapshot->transform->isPureTranslate()) { 780 const float x = (int) floorf(rect.left + mSnapshot->transform->getTranslateX() + 0.5f); 781 const float y = (int) floorf(rect.top + mSnapshot->transform->getTranslateY() + 0.5f); 782 783 layer->setFilter(GL_NEAREST); 784 setupDrawModelViewTranslate(x, y, x + rect.getWidth(), y + rect.getHeight(), true); 785 } else { 786 layer->setFilter(GL_LINEAR); 787 setupDrawModelViewTranslate(rect.left, rect.top, rect.right, rect.bottom); 788 } 789 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]); 790 791 for (size_t i = 0; i < count; i++) { 792 const android::Rect* r = &rects[i]; 793 794 const float u1 = r->left * texX; 795 const float v1 = (height - r->top) * texY; 796 const float u2 = r->right * texX; 797 const float v2 = (height - r->bottom) * texY; 798 799 // TODO: Reject quads outside of the clip 800 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 801 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 802 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 803 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 804 805 numQuads++; 806 807 if (numQuads >= REGION_MESH_QUAD_COUNT) { 808 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 809 numQuads = 0; 810 mesh = mCaches.getRegionMesh(); 811 } 812 } 813 814 if (numQuads > 0) { 815 glDrawElements(GL_TRIANGLES, numQuads * 6, GL_UNSIGNED_SHORT, NULL); 816 } 817 818 finishDrawTexture(); 819 820#if DEBUG_LAYERS_AS_REGIONS 821 drawRegionRects(layer->region); 822#endif 823 824 layer->region.clear(); 825 } 826#else 827 composeLayerRect(layer, rect); 828#endif 829} 830 831void OpenGLRenderer::drawRegionRects(const Region& region) { 832#if DEBUG_LAYERS_AS_REGIONS 833 size_t count; 834 const android::Rect* rects = region.getArray(&count); 835 836 uint32_t colors[] = { 837 0x7fff0000, 0x7f00ff00, 838 0x7f0000ff, 0x7fff00ff, 839 }; 840 841 int offset = 0; 842 int32_t top = rects[0].top; 843 844 for (size_t i = 0; i < count; i++) { 845 if (top != rects[i].top) { 846 offset ^= 0x2; 847 top = rects[i].top; 848 } 849 850 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 851 drawColorRect(r.left, r.top, r.right, r.bottom, colors[offset + (i & 0x1)], 852 SkXfermode::kSrcOver_Mode); 853 } 854#endif 855} 856 857void OpenGLRenderer::dirtyLayer(const float left, const float top, 858 const float right, const float bottom, const mat4 transform) { 859#if RENDER_LAYERS_AS_REGIONS 860 if (hasLayer()) { 861 Rect bounds(left, top, right, bottom); 862 transform.mapRect(bounds); 863 dirtyLayerUnchecked(bounds, getRegion()); 864 } 865#endif 866} 867 868void OpenGLRenderer::dirtyLayer(const float left, const float top, 869 const float right, const float bottom) { 870#if RENDER_LAYERS_AS_REGIONS 871 if (hasLayer()) { 872 Rect bounds(left, top, right, bottom); 873 dirtyLayerUnchecked(bounds, getRegion()); 874 } 875#endif 876} 877 878void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 879#if RENDER_LAYERS_AS_REGIONS 880 if (bounds.intersect(*mSnapshot->clipRect)) { 881 bounds.snapToPixelBoundaries(); 882 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 883 if (!dirty.isEmpty()) { 884 region->orSelf(dirty); 885 } 886 } 887#endif 888} 889 890void OpenGLRenderer::clearLayerRegions() { 891 const size_t count = mLayers.size(); 892 if (count == 0) return; 893 894 if (!mSnapshot->isIgnored()) { 895 // Doing several glScissor/glClear here can negatively impact 896 // GPUs with a tiler architecture, instead we draw quads with 897 // the Clear blending mode 898 899 // The list contains bounds that have already been clipped 900 // against their initial clip rect, and the current clip 901 // is likely different so we need to disable clipping here 902 glDisable(GL_SCISSOR_TEST); 903 904 Vertex mesh[count * 6]; 905 Vertex* vertex = mesh; 906 907 for (uint32_t i = 0; i < count; i++) { 908 Rect* bounds = mLayers.itemAt(i); 909 910 Vertex::set(vertex++, bounds->left, bounds->bottom); 911 Vertex::set(vertex++, bounds->left, bounds->top); 912 Vertex::set(vertex++, bounds->right, bounds->top); 913 Vertex::set(vertex++, bounds->left, bounds->bottom); 914 Vertex::set(vertex++, bounds->right, bounds->top); 915 Vertex::set(vertex++, bounds->right, bounds->bottom); 916 917 delete bounds; 918 } 919 920 setupDraw(false); 921 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 922 setupDrawBlending(true, SkXfermode::kClear_Mode); 923 setupDrawProgram(); 924 setupDrawPureColorUniforms(); 925 setupDrawModelViewTranslate(0.0f, 0.0f, 0.0f, 0.0f, true); 926 setupDrawVertices(&mesh[0].position[0]); 927 928 glDrawArrays(GL_TRIANGLES, 0, count * 6); 929 930 glEnable(GL_SCISSOR_TEST); 931 } else { 932 for (uint32_t i = 0; i < count; i++) { 933 delete mLayers.itemAt(i); 934 } 935 } 936 937 mLayers.clear(); 938} 939 940/////////////////////////////////////////////////////////////////////////////// 941// Transforms 942/////////////////////////////////////////////////////////////////////////////// 943 944void OpenGLRenderer::translate(float dx, float dy) { 945 mSnapshot->transform->translate(dx, dy, 0.0f); 946} 947 948void OpenGLRenderer::rotate(float degrees) { 949 mSnapshot->transform->rotate(degrees, 0.0f, 0.0f, 1.0f); 950} 951 952void OpenGLRenderer::scale(float sx, float sy) { 953 mSnapshot->transform->scale(sx, sy, 1.0f); 954} 955 956void OpenGLRenderer::skew(float sx, float sy) { 957 mSnapshot->transform->skew(sx, sy); 958} 959 960void OpenGLRenderer::setMatrix(SkMatrix* matrix) { 961 if (matrix) { 962 mSnapshot->transform->load(*matrix); 963 } else { 964 mSnapshot->transform->loadIdentity(); 965 } 966} 967 968void OpenGLRenderer::getMatrix(SkMatrix* matrix) { 969 mSnapshot->transform->copyTo(*matrix); 970} 971 972void OpenGLRenderer::concatMatrix(SkMatrix* matrix) { 973 SkMatrix transform; 974 mSnapshot->transform->copyTo(transform); 975 transform.preConcat(*matrix); 976 mSnapshot->transform->load(transform); 977} 978 979/////////////////////////////////////////////////////////////////////////////// 980// Clipping 981/////////////////////////////////////////////////////////////////////////////// 982 983void OpenGLRenderer::setScissorFromClip() { 984 Rect clip(*mSnapshot->clipRect); 985 clip.snapToPixelBoundaries(); 986 987 mCaches.setScissor(clip.left, mSnapshot->height - clip.bottom, 988 clip.getWidth(), clip.getHeight()); 989 990 mDirtyClip = false; 991} 992 993const Rect& OpenGLRenderer::getClipBounds() { 994 return mSnapshot->getLocalClip(); 995} 996 997bool OpenGLRenderer::quickReject(float left, float top, float right, float bottom) { 998 if (mSnapshot->isIgnored()) { 999 return true; 1000 } 1001 1002 Rect r(left, top, right, bottom); 1003 mSnapshot->transform->mapRect(r); 1004 r.snapToPixelBoundaries(); 1005 1006 Rect clipRect(*mSnapshot->clipRect); 1007 clipRect.snapToPixelBoundaries(); 1008 1009 return !clipRect.intersects(r); 1010} 1011 1012bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 1013 bool clipped = mSnapshot->clip(left, top, right, bottom, op); 1014 if (clipped) { 1015 dirtyClip(); 1016 } 1017 return !mSnapshot->clipRect->isEmpty(); 1018} 1019 1020/////////////////////////////////////////////////////////////////////////////// 1021// Drawing commands 1022/////////////////////////////////////////////////////////////////////////////// 1023 1024void OpenGLRenderer::setupDraw(bool clear) { 1025 if (clear) clearLayerRegions(); 1026 if (mDirtyClip) { 1027 setScissorFromClip(); 1028 } 1029 mDescription.reset(); 1030 mSetShaderColor = false; 1031 mColorSet = false; 1032 mColorA = mColorR = mColorG = mColorB = 0.0f; 1033 mTextureUnit = 0; 1034 mTrackDirtyRegions = true; 1035} 1036 1037void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1038 mDescription.hasTexture = true; 1039 mDescription.hasAlpha8Texture = isAlpha8; 1040} 1041 1042void OpenGLRenderer::setupDrawWithExternalTexture() { 1043 mDescription.hasExternalTexture = true; 1044} 1045 1046void OpenGLRenderer::setupDrawNoTexture() { 1047 mCaches.disbaleTexCoordsVertexArray(); 1048} 1049 1050void OpenGLRenderer::setupDrawAALine() { 1051 mDescription.isAA = true; 1052} 1053 1054void OpenGLRenderer::setupDrawPoint(float pointSize) { 1055 mDescription.isPoint = true; 1056 mDescription.pointSize = pointSize; 1057} 1058 1059void OpenGLRenderer::setupDrawColor(int color) { 1060 setupDrawColor(color, (color >> 24) & 0xFF); 1061} 1062 1063void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1064 mColorA = alpha / 255.0f; 1065 // Second divide of a by 255 is an optimization, allowing us to simply multiply 1066 // the rgb values by a instead of also dividing by 255 1067 const float a = mColorA / 255.0f; 1068 mColorR = a * ((color >> 16) & 0xFF); 1069 mColorG = a * ((color >> 8) & 0xFF); 1070 mColorB = a * ((color ) & 0xFF); 1071 mColorSet = true; 1072 mSetShaderColor = mDescription.setColor(mColorR, mColorG, mColorB, mColorA); 1073} 1074 1075void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1076 mColorA = alpha / 255.0f; 1077 // Double-divide of a by 255 is an optimization, allowing us to simply multiply 1078 // the rgb values by a instead of also dividing by 255 1079 const float a = mColorA / 255.0f; 1080 mColorR = a * ((color >> 16) & 0xFF); 1081 mColorG = a * ((color >> 8) & 0xFF); 1082 mColorB = a * ((color ) & 0xFF); 1083 mColorSet = true; 1084 mSetShaderColor = mDescription.setAlpha8Color(mColorR, mColorG, mColorB, mColorA); 1085} 1086 1087void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1088 mColorA = a; 1089 mColorR = r; 1090 mColorG = g; 1091 mColorB = b; 1092 mColorSet = true; 1093 mSetShaderColor = mDescription.setColor(r, g, b, a); 1094} 1095 1096void OpenGLRenderer::setupDrawAlpha8Color(float r, float g, float b, float a) { 1097 mColorA = a; 1098 mColorR = r; 1099 mColorG = g; 1100 mColorB = b; 1101 mColorSet = true; 1102 mSetShaderColor = mDescription.setAlpha8Color(r, g, b, a); 1103} 1104 1105void OpenGLRenderer::setupDrawShader() { 1106 if (mShader) { 1107 mShader->describe(mDescription, mCaches.extensions); 1108 } 1109} 1110 1111void OpenGLRenderer::setupDrawColorFilter() { 1112 if (mColorFilter) { 1113 mColorFilter->describe(mDescription, mCaches.extensions); 1114 } 1115} 1116 1117void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1118 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1119 mColorA = 1.0f; 1120 mColorR = mColorG = mColorB = 0.0f; 1121 mSetShaderColor = mDescription.modulate = true; 1122 } 1123} 1124 1125void OpenGLRenderer::setupDrawBlending(SkXfermode::Mode mode, bool swapSrcDst) { 1126 // When the blending mode is kClear_Mode, we need to use a modulate color 1127 // argb=1,0,0,0 1128 accountForClear(mode); 1129 chooseBlending((mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1130 mDescription, swapSrcDst); 1131} 1132 1133void OpenGLRenderer::setupDrawBlending(bool blend, SkXfermode::Mode mode, bool swapSrcDst) { 1134 // When the blending mode is kClear_Mode, we need to use a modulate color 1135 // argb=1,0,0,0 1136 accountForClear(mode); 1137 chooseBlending(blend || (mColorSet && mColorA < 1.0f) || (mShader && mShader->blend()), mode, 1138 mDescription, swapSrcDst); 1139} 1140 1141void OpenGLRenderer::setupDrawProgram() { 1142 useProgram(mCaches.programCache.get(mDescription)); 1143} 1144 1145void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1146 mTrackDirtyRegions = false; 1147} 1148 1149void OpenGLRenderer::setupDrawModelViewTranslate(float left, float top, float right, float bottom, 1150 bool ignoreTransform) { 1151 mModelView.loadTranslate(left, top, 0.0f); 1152 if (!ignoreTransform) { 1153 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1154 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1155 } else { 1156 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1157 if (mTrackDirtyRegions) dirtyLayer(left, top, right, bottom); 1158 } 1159} 1160 1161void OpenGLRenderer::setupDrawModelViewIdentity(bool offset) { 1162 mCaches.currentProgram->set(mOrthoMatrix, mIdentity, *mSnapshot->transform, offset); 1163} 1164 1165void OpenGLRenderer::setupDrawModelView(float left, float top, float right, float bottom, 1166 bool ignoreTransform, bool ignoreModelView) { 1167 if (!ignoreModelView) { 1168 mModelView.loadTranslate(left, top, 0.0f); 1169 mModelView.scale(right - left, bottom - top, 1.0f); 1170 } else { 1171 mModelView.loadIdentity(); 1172 } 1173 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1174 if (!ignoreTransform) { 1175 mCaches.currentProgram->set(mOrthoMatrix, mModelView, *mSnapshot->transform); 1176 if (mTrackDirtyRegions && dirty) { 1177 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1178 } 1179 } else { 1180 mCaches.currentProgram->set(mOrthoMatrix, mModelView, mIdentity); 1181 if (mTrackDirtyRegions && dirty) dirtyLayer(left, top, right, bottom); 1182 } 1183} 1184 1185void OpenGLRenderer::setupDrawPointUniforms() { 1186 int slot = mCaches.currentProgram->getUniform("pointSize"); 1187 glUniform1f(slot, mDescription.pointSize); 1188} 1189 1190void OpenGLRenderer::setupDrawColorUniforms() { 1191 if ((mColorSet && !mShader) || (mShader && mSetShaderColor)) { 1192 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1193 } 1194} 1195 1196void OpenGLRenderer::setupDrawPureColorUniforms() { 1197 if (mSetShaderColor) { 1198 mCaches.currentProgram->setColor(mColorR, mColorG, mColorB, mColorA); 1199 } 1200} 1201 1202void OpenGLRenderer::setupDrawShaderUniforms(bool ignoreTransform) { 1203 if (mShader) { 1204 if (ignoreTransform) { 1205 mModelView.loadInverse(*mSnapshot->transform); 1206 } 1207 mShader->setupProgram(mCaches.currentProgram, mModelView, *mSnapshot, &mTextureUnit); 1208 } 1209} 1210 1211void OpenGLRenderer::setupDrawShaderIdentityUniforms() { 1212 if (mShader) { 1213 mShader->setupProgram(mCaches.currentProgram, mIdentity, *mSnapshot, &mTextureUnit); 1214 } 1215} 1216 1217void OpenGLRenderer::setupDrawColorFilterUniforms() { 1218 if (mColorFilter) { 1219 mColorFilter->setupProgram(mCaches.currentProgram); 1220 } 1221} 1222 1223void OpenGLRenderer::setupDrawSimpleMesh() { 1224 bool force = mCaches.bindMeshBuffer(); 1225 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 0); 1226 mCaches.unbindIndicesBuffer(); 1227} 1228 1229void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1230 bindTexture(texture); 1231 mTextureUnit++; 1232 mCaches.enableTexCoordsVertexArray(); 1233} 1234 1235void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1236 bindExternalTexture(texture); 1237 mTextureUnit++; 1238 mCaches.enableTexCoordsVertexArray(); 1239} 1240 1241void OpenGLRenderer::setupDrawTextureTransform() { 1242 mDescription.hasTextureTransform = true; 1243} 1244 1245void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1246 glUniformMatrix4fv(mCaches.currentProgram->getUniform("mainTextureTransform"), 1, 1247 GL_FALSE, &transform.data[0]); 1248} 1249 1250void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) { 1251 bool force = false; 1252 if (!vertices) { 1253 force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo); 1254 } else { 1255 force = mCaches.unbindMeshBuffer(); 1256 } 1257 1258 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1259 if (mCaches.currentProgram->texCoords >= 0) { 1260 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1261 } 1262 1263 mCaches.unbindIndicesBuffer(); 1264} 1265 1266void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords) { 1267 bool force = mCaches.unbindMeshBuffer(); 1268 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, vertices); 1269 if (mCaches.currentProgram->texCoords >= 0) { 1270 mCaches.bindTexCoordsVertexPointer(force, mCaches.currentProgram->texCoords, texCoords); 1271 } 1272} 1273 1274void OpenGLRenderer::setupDrawVertices(GLvoid* vertices) { 1275 bool force = mCaches.unbindMeshBuffer(); 1276 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1277 vertices, gVertexStride); 1278 mCaches.unbindIndicesBuffer(); 1279} 1280 1281/** 1282 * Sets up the shader to draw an AA line. We draw AA lines with quads, where there is an 1283 * outer boundary that fades out to 0. The variables set in the shader define the proportion of 1284 * the width and length of the primitive occupied by the AA region. The vtxWidth and vtxLength 1285 * attributes (one per vertex) are values from zero to one that tells the fragment 1286 * shader where the fragment is in relation to the line width/length overall; these values are 1287 * then used to compute the proper color, based on whether the fragment lies in the fading AA 1288 * region of the line. 1289 * Note that we only pass down the width values in this setup function. The length coordinates 1290 * are set up for each individual segment. 1291 */ 1292void OpenGLRenderer::setupDrawAALine(GLvoid* vertices, GLvoid* widthCoords, 1293 GLvoid* lengthCoords, float boundaryWidthProportion) { 1294 bool force = mCaches.unbindMeshBuffer(); 1295 mCaches.bindPositionVertexPointer(force, mCaches.currentProgram->position, 1296 vertices, gAAVertexStride); 1297 mCaches.resetTexCoordsVertexPointer(); 1298 mCaches.unbindIndicesBuffer(); 1299 1300 int widthSlot = mCaches.currentProgram->getAttrib("vtxWidth"); 1301 glEnableVertexAttribArray(widthSlot); 1302 glVertexAttribPointer(widthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, widthCoords); 1303 1304 int lengthSlot = mCaches.currentProgram->getAttrib("vtxLength"); 1305 glEnableVertexAttribArray(lengthSlot); 1306 glVertexAttribPointer(lengthSlot, 1, GL_FLOAT, GL_FALSE, gAAVertexStride, lengthCoords); 1307 1308 int boundaryWidthSlot = mCaches.currentProgram->getUniform("boundaryWidth"); 1309 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1310 1311 // Setting the inverse value saves computations per-fragment in the shader 1312 int inverseBoundaryWidthSlot = mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1313 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1314} 1315 1316void OpenGLRenderer::finishDrawTexture() { 1317} 1318 1319/////////////////////////////////////////////////////////////////////////////// 1320// Drawing 1321/////////////////////////////////////////////////////////////////////////////// 1322 1323status_t OpenGLRenderer::drawDisplayList(DisplayList* displayList, uint32_t width, uint32_t height, 1324 Rect& dirty, int32_t flags, uint32_t level) { 1325 1326 if (!USE_DISPLAY_LIST_PROPERTIES && quickReject(0, 0, width, height)) { 1327 return false; 1328 } 1329 1330 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1331 // will be performed by the display list itself 1332 if (displayList && displayList->isRenderable()) { 1333 return displayList->replay(*this, width, height, dirty, flags, level); 1334 } 1335 1336 return DrawGlInfo::kStatusDone; 1337} 1338 1339void OpenGLRenderer::outputDisplayList(DisplayList* displayList, uint32_t level) { 1340 if (displayList) { 1341 displayList->output(*this, level); 1342 } 1343} 1344 1345void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, SkPaint* paint) { 1346 int alpha; 1347 SkXfermode::Mode mode; 1348 getAlphaAndMode(paint, &alpha, &mode); 1349 1350 float x = left; 1351 float y = top; 1352 1353 GLenum filter = GL_LINEAR; 1354 bool ignoreTransform = false; 1355 if (mSnapshot->transform->isPureTranslate()) { 1356 x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1357 y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1358 ignoreTransform = true; 1359 filter = GL_NEAREST; 1360 } else { 1361 filter = FILTER(paint); 1362 } 1363 1364 setupDraw(); 1365 setupDrawWithTexture(true); 1366 if (paint) { 1367 setupDrawAlpha8Color(paint->getColor(), alpha); 1368 } 1369 setupDrawColorFilter(); 1370 setupDrawShader(); 1371 setupDrawBlending(true, mode); 1372 setupDrawProgram(); 1373 setupDrawModelView(x, y, x + texture->width, y + texture->height, ignoreTransform); 1374 1375 setupDrawTexture(texture->id); 1376 texture->setWrap(GL_CLAMP_TO_EDGE); 1377 texture->setFilter(filter); 1378 1379 setupDrawPureColorUniforms(); 1380 setupDrawColorFilterUniforms(); 1381 setupDrawShaderUniforms(); 1382 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 1383 1384 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 1385 1386 finishDrawTexture(); 1387} 1388 1389void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, float left, float top, SkPaint* paint) { 1390 const float right = left + bitmap->width(); 1391 const float bottom = top + bitmap->height(); 1392 1393 if (quickReject(left, top, right, bottom)) { 1394 return; 1395 } 1396 1397 mCaches.activeTexture(0); 1398 Texture* texture = mCaches.textureCache.get(bitmap); 1399 if (!texture) return; 1400 const AutoTexture autoCleanup(texture); 1401 1402 if (CC_UNLIKELY(bitmap->getConfig() == SkBitmap::kA8_Config)) { 1403 drawAlphaBitmap(texture, left, top, paint); 1404 } else { 1405 drawTextureRect(left, top, right, bottom, texture, paint); 1406 } 1407} 1408 1409void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, SkMatrix* matrix, SkPaint* paint) { 1410 Rect r(0.0f, 0.0f, bitmap->width(), bitmap->height()); 1411 const mat4 transform(*matrix); 1412 transform.mapRect(r); 1413 1414 if (quickReject(r.left, r.top, r.right, r.bottom)) { 1415 return; 1416 } 1417 1418 mCaches.activeTexture(0); 1419 Texture* texture = mCaches.textureCache.get(bitmap); 1420 if (!texture) return; 1421 const AutoTexture autoCleanup(texture); 1422 1423 // This could be done in a cheaper way, all we need is pass the matrix 1424 // to the vertex shader. The save/restore is a bit overkill. 1425 save(SkCanvas::kMatrix_SaveFlag); 1426 concatMatrix(matrix); 1427 drawTextureRect(0.0f, 0.0f, bitmap->width(), bitmap->height(), texture, paint); 1428 restore(); 1429} 1430 1431void OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int meshHeight, 1432 float* vertices, int* colors, SkPaint* paint) { 1433 // TODO: Do a quickReject 1434 if (!vertices || mSnapshot->isIgnored()) { 1435 return; 1436 } 1437 1438 mCaches.activeTexture(0); 1439 Texture* texture = mCaches.textureCache.get(bitmap); 1440 if (!texture) return; 1441 const AutoTexture autoCleanup(texture); 1442 1443 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1444 texture->setFilter(FILTER(paint), true); 1445 1446 int alpha; 1447 SkXfermode::Mode mode; 1448 getAlphaAndMode(paint, &alpha, &mode); 1449 1450 const uint32_t count = meshWidth * meshHeight * 6; 1451 1452 float left = FLT_MAX; 1453 float top = FLT_MAX; 1454 float right = FLT_MIN; 1455 float bottom = FLT_MIN; 1456 1457#if RENDER_LAYERS_AS_REGIONS 1458 const bool hasActiveLayer = hasLayer(); 1459#else 1460 const bool hasActiveLayer = false; 1461#endif 1462 1463 // TODO: Support the colors array 1464 TextureVertex mesh[count]; 1465 TextureVertex* vertex = mesh; 1466 for (int32_t y = 0; y < meshHeight; y++) { 1467 for (int32_t x = 0; x < meshWidth; x++) { 1468 uint32_t i = (y * (meshWidth + 1) + x) * 2; 1469 1470 float u1 = float(x) / meshWidth; 1471 float u2 = float(x + 1) / meshWidth; 1472 float v1 = float(y) / meshHeight; 1473 float v2 = float(y + 1) / meshHeight; 1474 1475 int ax = i + (meshWidth + 1) * 2; 1476 int ay = ax + 1; 1477 int bx = i; 1478 int by = bx + 1; 1479 int cx = i + 2; 1480 int cy = cx + 1; 1481 int dx = i + (meshWidth + 1) * 2 + 2; 1482 int dy = dx + 1; 1483 1484 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1485 TextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1); 1486 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1487 1488 TextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2); 1489 TextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1); 1490 TextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2); 1491 1492#if RENDER_LAYERS_AS_REGIONS 1493 if (hasActiveLayer) { 1494 // TODO: This could be optimized to avoid unnecessary ops 1495 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 1496 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 1497 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 1498 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 1499 } 1500#endif 1501 } 1502 } 1503 1504#if RENDER_LAYERS_AS_REGIONS 1505 if (hasActiveLayer) { 1506 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1507 } 1508#endif 1509 1510 drawTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, alpha / 255.0f, 1511 mode, texture->blend, &mesh[0].position[0], &mesh[0].texture[0], 1512 GL_TRIANGLES, count, false, false, 0, false, false); 1513} 1514 1515void OpenGLRenderer::drawBitmap(SkBitmap* bitmap, 1516 float srcLeft, float srcTop, float srcRight, float srcBottom, 1517 float dstLeft, float dstTop, float dstRight, float dstBottom, 1518 SkPaint* paint) { 1519 if (quickReject(dstLeft, dstTop, dstRight, dstBottom)) { 1520 return; 1521 } 1522 1523 mCaches.activeTexture(0); 1524 Texture* texture = mCaches.textureCache.get(bitmap); 1525 if (!texture) return; 1526 const AutoTexture autoCleanup(texture); 1527 1528 const float width = texture->width; 1529 const float height = texture->height; 1530 1531 const float u1 = fmax(0.0f, srcLeft / width); 1532 const float v1 = fmax(0.0f, srcTop / height); 1533 const float u2 = fmin(1.0f, srcRight / width); 1534 const float v2 = fmin(1.0f, srcBottom / height); 1535 1536 mCaches.unbindMeshBuffer(); 1537 resetDrawTextureTexCoords(u1, v1, u2, v2); 1538 1539 int alpha; 1540 SkXfermode::Mode mode; 1541 getAlphaAndMode(paint, &alpha, &mode); 1542 1543 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1544 1545 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 1546 const float x = (int) floorf(dstLeft + mSnapshot->transform->getTranslateX() + 0.5f); 1547 const float y = (int) floorf(dstTop + mSnapshot->transform->getTranslateY() + 0.5f); 1548 1549 GLenum filter = GL_NEAREST; 1550 // Enable linear filtering if the source rectangle is scaled 1551 if (srcRight - srcLeft != dstRight - dstLeft || srcBottom - srcTop != dstBottom - dstTop) { 1552 filter = FILTER(paint); 1553 } 1554 1555 texture->setFilter(filter, true); 1556 drawTextureMesh(x, y, x + (dstRight - dstLeft), y + (dstBottom - dstTop), 1557 texture->id, alpha / 255.0f, mode, texture->blend, 1558 &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1559 GL_TRIANGLE_STRIP, gMeshCount, false, true); 1560 } else { 1561 texture->setFilter(FILTER(paint), true); 1562 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, texture->id, alpha / 255.0f, 1563 mode, texture->blend, &mMeshVertices[0].position[0], &mMeshVertices[0].texture[0], 1564 GL_TRIANGLE_STRIP, gMeshCount); 1565 } 1566 1567 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 1568} 1569 1570void OpenGLRenderer::drawPatch(SkBitmap* bitmap, const int32_t* xDivs, const int32_t* yDivs, 1571 const uint32_t* colors, uint32_t width, uint32_t height, int8_t numColors, 1572 float left, float top, float right, float bottom, SkPaint* paint) { 1573 if (quickReject(left, top, right, bottom)) { 1574 return; 1575 } 1576 1577 mCaches.activeTexture(0); 1578 Texture* texture = mCaches.textureCache.get(bitmap); 1579 if (!texture) return; 1580 const AutoTexture autoCleanup(texture); 1581 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1582 texture->setFilter(GL_LINEAR, true); 1583 1584 int alpha; 1585 SkXfermode::Mode mode; 1586 getAlphaAndMode(paint, &alpha, &mode); 1587 1588 const Patch* mesh = mCaches.patchCache.get(bitmap->width(), bitmap->height(), 1589 right - left, bottom - top, xDivs, yDivs, colors, width, height, numColors); 1590 1591 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 1592 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 1593#if RENDER_LAYERS_AS_REGIONS 1594 // Mark the current layer dirty where we are going to draw the patch 1595 if (hasLayer() && mesh->hasEmptyQuads) { 1596 const float offsetX = left + mSnapshot->transform->getTranslateX(); 1597 const float offsetY = top + mSnapshot->transform->getTranslateY(); 1598 const size_t count = mesh->quads.size(); 1599 for (size_t i = 0; i < count; i++) { 1600 const Rect& bounds = mesh->quads.itemAt(i); 1601 if (CC_LIKELY(pureTranslate)) { 1602 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 1603 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 1604 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 1605 } else { 1606 dirtyLayer(left + bounds.left, top + bounds.top, 1607 left + bounds.right, top + bounds.bottom, *mSnapshot->transform); 1608 } 1609 } 1610 } 1611#endif 1612 1613 if (CC_LIKELY(pureTranslate)) { 1614 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 1615 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 1616 1617 drawTextureMesh(x, y, x + right - left, y + bottom - top, texture->id, alpha / 255.0f, 1618 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1619 GL_TRIANGLES, mesh->verticesCount, false, true, mesh->meshBuffer, 1620 true, !mesh->hasEmptyQuads); 1621 } else { 1622 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, 1623 mode, texture->blend, (GLvoid*) 0, (GLvoid*) gMeshTextureOffset, 1624 GL_TRIANGLES, mesh->verticesCount, false, false, mesh->meshBuffer, 1625 true, !mesh->hasEmptyQuads); 1626 } 1627 } 1628} 1629 1630/** 1631 * This function uses a similar approach to that of AA lines in the drawLines() function. 1632 * We expand the rectangle by a half pixel in screen space on all sides, and use a fragment 1633 * shader to compute the translucency of the color, determined by whether a given pixel is 1634 * within that boundary region and how far into the region it is. 1635 */ 1636void OpenGLRenderer::drawAARect(float left, float top, float right, float bottom, 1637 int color, SkXfermode::Mode mode) { 1638 float inverseScaleX = 1.0f; 1639 float inverseScaleY = 1.0f; 1640 // The quad that we use needs to account for scaling. 1641 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 1642 Matrix4 *mat = mSnapshot->transform; 1643 float m00 = mat->data[Matrix4::kScaleX]; 1644 float m01 = mat->data[Matrix4::kSkewY]; 1645 float m02 = mat->data[2]; 1646 float m10 = mat->data[Matrix4::kSkewX]; 1647 float m11 = mat->data[Matrix4::kScaleX]; 1648 float m12 = mat->data[6]; 1649 float scaleX = sqrt(m00 * m00 + m01 * m01); 1650 float scaleY = sqrt(m10 * m10 + m11 * m11); 1651 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1652 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1653 } 1654 1655 setupDraw(); 1656 setupDrawNoTexture(); 1657 setupDrawAALine(); 1658 setupDrawColor(color); 1659 setupDrawColorFilter(); 1660 setupDrawShader(); 1661 setupDrawBlending(true, mode); 1662 setupDrawProgram(); 1663 setupDrawModelViewIdentity(true); 1664 setupDrawColorUniforms(); 1665 setupDrawColorFilterUniforms(); 1666 setupDrawShaderIdentityUniforms(); 1667 1668 AAVertex rects[4]; 1669 AAVertex* aaVertices = &rects[0]; 1670 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1671 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1672 1673 float boundarySizeX = .5 * inverseScaleX; 1674 float boundarySizeY = .5 * inverseScaleY; 1675 1676 // Adjust the rect by the AA boundary padding 1677 left -= boundarySizeX; 1678 right += boundarySizeX; 1679 top -= boundarySizeY; 1680 bottom += boundarySizeY; 1681 1682 float width = right - left; 1683 float height = bottom - top; 1684 1685 float boundaryWidthProportion = (width != 0) ? (2 * boundarySizeX) / width : 0; 1686 float boundaryHeightProportion = (height != 0) ? (2 * boundarySizeY) / height : 0; 1687 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); 1688 int boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1689 int inverseBoundaryLengthSlot = mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1690 glUniform1f(boundaryLengthSlot, boundaryHeightProportion); 1691 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryHeightProportion)); 1692 1693 if (!quickReject(left, top, right, bottom)) { 1694 AAVertex::set(aaVertices++, left, bottom, 1, 1); 1695 AAVertex::set(aaVertices++, left, top, 1, 0); 1696 AAVertex::set(aaVertices++, right, bottom, 0, 1); 1697 AAVertex::set(aaVertices++, right, top, 0, 0); 1698 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1699 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 1700 } 1701} 1702 1703/** 1704 * We draw lines as quads (tristrips). Using GL_LINES can be difficult because the rasterization 1705 * rules for those lines produces some unexpected results, and may vary between hardware devices. 1706 * The basics of lines-as-quads is easy; we simply find the normal to the line and position the 1707 * corners of the quads on either side of each line endpoint, separated by the strokeWidth 1708 * of the line. Hairlines are more involved because we need to account for transform scaling 1709 * to end up with a one-pixel-wide line in screen space.. 1710 * Anti-aliased lines add another factor to the approach. We use a specialized fragment shader 1711 * in combination with values that we calculate and pass down in this method. The basic approach 1712 * is that the quad we create contains both the core line area plus a bounding area in which 1713 * the translucent/AA pixels are drawn. The values we calculate tell the shader what 1714 * proportion of the width and the length of a given segment is represented by the boundary 1715 * region. The quad ends up being exactly .5 pixel larger in all directions than the non-AA quad. 1716 * The bounding region is actually 1 pixel wide on all sides (half pixel on the outside, half pixel 1717 * on the inside). This ends up giving the result we want, with pixels that are completely 1718 * 'inside' the line area being filled opaquely and the other pixels being filled according to 1719 * how far into the boundary region they are, which is determined by shader interpolation. 1720 */ 1721void OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) { 1722 if (mSnapshot->isIgnored()) return; 1723 1724 const bool isAA = paint->isAntiAlias(); 1725 // We use half the stroke width here because we're going to position the quad 1726 // corner vertices half of the width away from the line endpoints 1727 float halfStrokeWidth = paint->getStrokeWidth() * 0.5f; 1728 // A stroke width of 0 has a special meaning in Skia: 1729 // it draws a line 1 px wide regardless of current transform 1730 bool isHairLine = paint->getStrokeWidth() == 0.0f; 1731 float inverseScaleX = 1.0f; 1732 float inverseScaleY = 1.0f; 1733 bool scaled = false; 1734 int alpha; 1735 SkXfermode::Mode mode; 1736 int generatedVerticesCount = 0; 1737 int verticesCount = count; 1738 if (count > 4) { 1739 // Polyline: account for extra vertices needed for continuous tri-strip 1740 verticesCount += (count - 4); 1741 } 1742 1743 if (isHairLine || isAA) { 1744 // The quad that we use for AA and hairlines needs to account for scaling. For hairlines 1745 // the line on the screen should always be one pixel wide regardless of scale. For 1746 // AA lines, we only want one pixel of translucent boundary around the quad. 1747 if (CC_UNLIKELY(!mSnapshot->transform->isPureTranslate())) { 1748 Matrix4 *mat = mSnapshot->transform; 1749 float m00 = mat->data[Matrix4::kScaleX]; 1750 float m01 = mat->data[Matrix4::kSkewY]; 1751 float m02 = mat->data[2]; 1752 float m10 = mat->data[Matrix4::kSkewX]; 1753 float m11 = mat->data[Matrix4::kScaleX]; 1754 float m12 = mat->data[6]; 1755 float scaleX = sqrtf(m00 * m00 + m01 * m01); 1756 float scaleY = sqrtf(m10 * m10 + m11 * m11); 1757 inverseScaleX = (scaleX != 0) ? (inverseScaleX / scaleX) : 0; 1758 inverseScaleY = (scaleY != 0) ? (inverseScaleY / scaleY) : 0; 1759 if (inverseScaleX != 1.0f || inverseScaleY != 1.0f) { 1760 scaled = true; 1761 } 1762 } 1763 } 1764 1765 getAlphaAndMode(paint, &alpha, &mode); 1766 setupDraw(); 1767 setupDrawNoTexture(); 1768 if (isAA) { 1769 setupDrawAALine(); 1770 } 1771 setupDrawColor(paint->getColor(), alpha); 1772 setupDrawColorFilter(); 1773 setupDrawShader(); 1774 setupDrawBlending(isAA, mode); 1775 setupDrawProgram(); 1776 setupDrawModelViewIdentity(true); 1777 setupDrawColorUniforms(); 1778 setupDrawColorFilterUniforms(); 1779 setupDrawShaderIdentityUniforms(); 1780 1781 if (isHairLine) { 1782 // Set a real stroke width to be used in quad construction 1783 halfStrokeWidth = isAA? 1 : .5; 1784 } else if (isAA && !scaled) { 1785 // Expand boundary to enable AA calculations on the quad border 1786 halfStrokeWidth += .5f; 1787 } 1788 Vertex lines[verticesCount]; 1789 Vertex* vertices = &lines[0]; 1790 AAVertex wLines[verticesCount]; 1791 AAVertex* aaVertices = &wLines[0]; 1792 if (CC_UNLIKELY(!isAA)) { 1793 setupDrawVertices(vertices); 1794 } else { 1795 void* widthCoords = ((GLbyte*) aaVertices) + gVertexAAWidthOffset; 1796 void* lengthCoords = ((GLbyte*) aaVertices) + gVertexAALengthOffset; 1797 // innerProportion is the ratio of the inner (non-AA) part of the line to the total 1798 // AA stroke width (the base stroke width expanded by a half pixel on either side). 1799 // This value is used in the fragment shader to determine how to fill fragments. 1800 // We will need to calculate the actual width proportion on each segment for 1801 // scaled non-hairlines, since the boundary proportion may differ per-axis when scaled. 1802 float boundaryWidthProportion = 1 / (2 * halfStrokeWidth); 1803 setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords, boundaryWidthProportion); 1804 } 1805 1806 AAVertex* prevAAVertex = NULL; 1807 Vertex* prevVertex = NULL; 1808 1809 int boundaryLengthSlot = -1; 1810 int inverseBoundaryLengthSlot = -1; 1811 int boundaryWidthSlot = -1; 1812 int inverseBoundaryWidthSlot = -1; 1813 for (int i = 0; i < count; i += 4) { 1814 // a = start point, b = end point 1815 vec2 a(points[i], points[i + 1]); 1816 vec2 b(points[i + 2], points[i + 3]); 1817 float length = 0; 1818 float boundaryLengthProportion = 0; 1819 float boundaryWidthProportion = 0; 1820 1821 // Find the normal to the line 1822 vec2 n = (b - a).copyNormalized() * halfStrokeWidth; 1823 if (isHairLine) { 1824 if (isAA) { 1825 float wideningFactor; 1826 if (fabs(n.x) >= fabs(n.y)) { 1827 wideningFactor = fabs(1.0f / n.x); 1828 } else { 1829 wideningFactor = fabs(1.0f / n.y); 1830 } 1831 n *= wideningFactor; 1832 } 1833 if (scaled) { 1834 n.x *= inverseScaleX; 1835 n.y *= inverseScaleY; 1836 } 1837 } else if (scaled) { 1838 // Extend n by .5 pixel on each side, post-transform 1839 vec2 extendedN = n.copyNormalized(); 1840 extendedN /= 2; 1841 extendedN.x *= inverseScaleX; 1842 extendedN.y *= inverseScaleY; 1843 float extendedNLength = extendedN.length(); 1844 // We need to set this value on the shader prior to drawing 1845 boundaryWidthProportion = extendedNLength / (halfStrokeWidth + extendedNLength); 1846 n += extendedN; 1847 } 1848 float x = n.x; 1849 n.x = -n.y; 1850 n.y = x; 1851 1852 // aa lines expand the endpoint vertices to encompass the AA boundary 1853 if (isAA) { 1854 vec2 abVector = (b - a); 1855 length = abVector.length(); 1856 abVector.normalize(); 1857 if (scaled) { 1858 abVector.x *= inverseScaleX; 1859 abVector.y *= inverseScaleY; 1860 float abLength = abVector.length(); 1861 boundaryLengthProportion = abLength / (length + abLength); 1862 } else { 1863 boundaryLengthProportion = .5 / (length + 1); 1864 } 1865 abVector /= 2; 1866 a -= abVector; 1867 b += abVector; 1868 } 1869 1870 // Four corners of the rectangle defining a thick line 1871 vec2 p1 = a - n; 1872 vec2 p2 = a + n; 1873 vec2 p3 = b + n; 1874 vec2 p4 = b - n; 1875 1876 1877 const float left = fmin(p1.x, fmin(p2.x, fmin(p3.x, p4.x))); 1878 const float right = fmax(p1.x, fmax(p2.x, fmax(p3.x, p4.x))); 1879 const float top = fmin(p1.y, fmin(p2.y, fmin(p3.y, p4.y))); 1880 const float bottom = fmax(p1.y, fmax(p2.y, fmax(p3.y, p4.y))); 1881 1882 if (!quickReject(left, top, right, bottom)) { 1883 if (!isAA) { 1884 if (prevVertex != NULL) { 1885 // Issue two repeat vertices to create degenerate triangles to bridge 1886 // between the previous line and the new one. This is necessary because 1887 // we are creating a single triangle_strip which will contain 1888 // potentially discontinuous line segments. 1889 Vertex::set(vertices++, prevVertex->position[0], prevVertex->position[1]); 1890 Vertex::set(vertices++, p1.x, p1.y); 1891 generatedVerticesCount += 2; 1892 } 1893 Vertex::set(vertices++, p1.x, p1.y); 1894 Vertex::set(vertices++, p2.x, p2.y); 1895 Vertex::set(vertices++, p4.x, p4.y); 1896 Vertex::set(vertices++, p3.x, p3.y); 1897 prevVertex = vertices - 1; 1898 generatedVerticesCount += 4; 1899 } else { 1900 if (!isHairLine && scaled) { 1901 // Must set width proportions per-segment for scaled non-hairlines to use the 1902 // correct AA boundary dimensions 1903 if (boundaryWidthSlot < 0) { 1904 boundaryWidthSlot = 1905 mCaches.currentProgram->getUniform("boundaryWidth"); 1906 inverseBoundaryWidthSlot = 1907 mCaches.currentProgram->getUniform("inverseBoundaryWidth"); 1908 } 1909 glUniform1f(boundaryWidthSlot, boundaryWidthProportion); 1910 glUniform1f(inverseBoundaryWidthSlot, (1 / boundaryWidthProportion)); 1911 } 1912 if (boundaryLengthSlot < 0) { 1913 boundaryLengthSlot = mCaches.currentProgram->getUniform("boundaryLength"); 1914 inverseBoundaryLengthSlot = 1915 mCaches.currentProgram->getUniform("inverseBoundaryLength"); 1916 } 1917 glUniform1f(boundaryLengthSlot, boundaryLengthProportion); 1918 glUniform1f(inverseBoundaryLengthSlot, (1 / boundaryLengthProportion)); 1919 1920 if (prevAAVertex != NULL) { 1921 // Issue two repeat vertices to create degenerate triangles to bridge 1922 // between the previous line and the new one. This is necessary because 1923 // we are creating a single triangle_strip which will contain 1924 // potentially discontinuous line segments. 1925 AAVertex::set(aaVertices++,prevAAVertex->position[0], 1926 prevAAVertex->position[1], prevAAVertex->width, prevAAVertex->length); 1927 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1928 generatedVerticesCount += 2; 1929 } 1930 AAVertex::set(aaVertices++, p4.x, p4.y, 1, 1); 1931 AAVertex::set(aaVertices++, p1.x, p1.y, 1, 0); 1932 AAVertex::set(aaVertices++, p3.x, p3.y, 0, 1); 1933 AAVertex::set(aaVertices++, p2.x, p2.y, 0, 0); 1934 prevAAVertex = aaVertices - 1; 1935 generatedVerticesCount += 4; 1936 } 1937 dirtyLayer(a.x == b.x ? left - 1 : left, a.y == b.y ? top - 1 : top, 1938 a.x == b.x ? right: right, a.y == b.y ? bottom: bottom, 1939 *mSnapshot->transform); 1940 } 1941 } 1942 if (generatedVerticesCount > 0) { 1943 glDrawArrays(GL_TRIANGLE_STRIP, 0, generatedVerticesCount); 1944 } 1945} 1946 1947void OpenGLRenderer::drawPoints(float* points, int count, SkPaint* paint) { 1948 if (mSnapshot->isIgnored()) return; 1949 1950 // TODO: The paint's cap style defines whether the points are square or circular 1951 // TODO: Handle AA for round points 1952 1953 // A stroke width of 0 has a special meaning in Skia: 1954 // it draws an unscaled 1px point 1955 float strokeWidth = paint->getStrokeWidth(); 1956 const bool isHairLine = paint->getStrokeWidth() == 0.0f; 1957 if (isHairLine) { 1958 // Now that we know it's hairline, we can set the effective width, to be used later 1959 strokeWidth = 1.0f; 1960 } 1961 const float halfWidth = strokeWidth / 2; 1962 int alpha; 1963 SkXfermode::Mode mode; 1964 getAlphaAndMode(paint, &alpha, &mode); 1965 1966 int verticesCount = count >> 1; 1967 int generatedVerticesCount = 0; 1968 1969 TextureVertex pointsData[verticesCount]; 1970 TextureVertex* vertex = &pointsData[0]; 1971 1972 setupDraw(); 1973 setupDrawNoTexture(); 1974 setupDrawPoint(strokeWidth); 1975 setupDrawColor(paint->getColor(), alpha); 1976 setupDrawColorFilter(); 1977 setupDrawShader(); 1978 setupDrawBlending(mode); 1979 setupDrawProgram(); 1980 setupDrawModelViewIdentity(true); 1981 setupDrawColorUniforms(); 1982 setupDrawColorFilterUniforms(); 1983 setupDrawPointUniforms(); 1984 setupDrawShaderIdentityUniforms(); 1985 setupDrawMesh(vertex); 1986 1987 for (int i = 0; i < count; i += 2) { 1988 TextureVertex::set(vertex++, points[i], points[i + 1], 0.0f, 0.0f); 1989 generatedVerticesCount++; 1990 float left = points[i] - halfWidth; 1991 float right = points[i] + halfWidth; 1992 float top = points[i + 1] - halfWidth; 1993 float bottom = points [i + 1] + halfWidth; 1994 dirtyLayer(left, top, right, bottom, *mSnapshot->transform); 1995 } 1996 1997 glDrawArrays(GL_POINTS, 0, generatedVerticesCount); 1998} 1999 2000void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2001 // No need to check against the clip, we fill the clip region 2002 if (mSnapshot->isIgnored()) return; 2003 2004 Rect& clip(*mSnapshot->clipRect); 2005 clip.snapToPixelBoundaries(); 2006 2007 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, color, mode, true); 2008} 2009 2010void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, SkPaint* paint) { 2011 if (!texture) return; 2012 const AutoTexture autoCleanup(texture); 2013 2014 const float x = left + texture->left - texture->offset; 2015 const float y = top + texture->top - texture->offset; 2016 2017 drawPathTexture(texture, x, y, paint); 2018} 2019 2020void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2021 float rx, float ry, SkPaint* paint) { 2022 if (mSnapshot->isIgnored()) return; 2023 2024 mCaches.activeTexture(0); 2025 const PathTexture* texture = mCaches.roundRectShapeCache.getRoundRect( 2026 right - left, bottom - top, rx, ry, paint); 2027 drawShape(left, top, texture, paint); 2028} 2029 2030void OpenGLRenderer::drawCircle(float x, float y, float radius, SkPaint* paint) { 2031 if (mSnapshot->isIgnored()) return; 2032 2033 mCaches.activeTexture(0); 2034 const PathTexture* texture = mCaches.circleShapeCache.getCircle(radius, paint); 2035 drawShape(x - radius, y - radius, texture, paint); 2036} 2037 2038void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, SkPaint* paint) { 2039 if (mSnapshot->isIgnored()) return; 2040 2041 mCaches.activeTexture(0); 2042 const PathTexture* texture = mCaches.ovalShapeCache.getOval(right - left, bottom - top, paint); 2043 drawShape(left, top, texture, paint); 2044} 2045 2046void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2047 float startAngle, float sweepAngle, bool useCenter, SkPaint* paint) { 2048 if (mSnapshot->isIgnored()) return; 2049 2050 if (fabs(sweepAngle) >= 360.0f) { 2051 drawOval(left, top, right, bottom, paint); 2052 return; 2053 } 2054 2055 mCaches.activeTexture(0); 2056 const PathTexture* texture = mCaches.arcShapeCache.getArc(right - left, bottom - top, 2057 startAngle, sweepAngle, useCenter, paint); 2058 drawShape(left, top, texture, paint); 2059} 2060 2061void OpenGLRenderer::drawRectAsShape(float left, float top, float right, float bottom, 2062 SkPaint* paint) { 2063 if (mSnapshot->isIgnored()) return; 2064 2065 mCaches.activeTexture(0); 2066 const PathTexture* texture = mCaches.rectShapeCache.getRect(right - left, bottom - top, paint); 2067 drawShape(left, top, texture, paint); 2068} 2069 2070void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, SkPaint* p) { 2071 if (p->getStyle() != SkPaint::kFill_Style) { 2072 drawRectAsShape(left, top, right, bottom, p); 2073 return; 2074 } 2075 2076 if (quickReject(left, top, right, bottom)) { 2077 return; 2078 } 2079 2080 SkXfermode::Mode mode; 2081 if (!mCaches.extensions.hasFramebufferFetch()) { 2082 const bool isMode = SkXfermode::IsMode(p->getXfermode(), &mode); 2083 if (!isMode) { 2084 // Assume SRC_OVER 2085 mode = SkXfermode::kSrcOver_Mode; 2086 } 2087 } else { 2088 mode = getXfermode(p->getXfermode()); 2089 } 2090 2091 int color = p->getColor(); 2092 if (p->isAntiAlias() && !mSnapshot->transform->isSimple()) { 2093 drawAARect(left, top, right, bottom, color, mode); 2094 } else { 2095 drawColorRect(left, top, right, bottom, color, mode); 2096 } 2097} 2098 2099void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2100 const float* positions, SkPaint* paint) { 2101 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2102 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2103 return; 2104 } 2105 2106 // NOTE: Skia does not support perspective transform on drawPosText yet 2107 if (!mSnapshot->transform->isSimple()) { 2108 return; 2109 } 2110 2111 float x = 0.0f; 2112 float y = 0.0f; 2113 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2114 if (pureTranslate) { 2115 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2116 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2117 } 2118 2119 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2120 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2121 paint->getTextSize()); 2122 2123 int alpha; 2124 SkXfermode::Mode mode; 2125 getAlphaAndMode(paint, &alpha, &mode); 2126 2127 // Pick the appropriate texture filtering 2128 bool linearFilter = mSnapshot->transform->changesBounds(); 2129 if (pureTranslate && !linearFilter) { 2130 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2131 } 2132 2133 mCaches.activeTexture(0); 2134 setupDraw(); 2135 setupDrawDirtyRegionsDisabled(); 2136 setupDrawWithTexture(true); 2137 setupDrawAlpha8Color(paint->getColor(), alpha); 2138 setupDrawColorFilter(); 2139 setupDrawShader(); 2140 setupDrawBlending(true, mode); 2141 setupDrawProgram(); 2142 setupDrawModelView(x, y, x, y, pureTranslate, true); 2143 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2144 setupDrawPureColorUniforms(); 2145 setupDrawColorFilterUniforms(); 2146 setupDrawShaderUniforms(pureTranslate); 2147 2148 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2149 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2150 2151#if RENDER_LAYERS_AS_REGIONS 2152 const bool hasActiveLayer = hasLayer(); 2153#else 2154 const bool hasActiveLayer = false; 2155#endif 2156 2157 if (fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2158 positions, hasActiveLayer ? &bounds : NULL)) { 2159#if RENDER_LAYERS_AS_REGIONS 2160 if (hasActiveLayer) { 2161 if (!pureTranslate) { 2162 mSnapshot->transform->mapRect(bounds); 2163 } 2164 dirtyLayerUnchecked(bounds, getRegion()); 2165 } 2166#endif 2167 } 2168} 2169 2170void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, 2171 float x, float y, SkPaint* paint, float length) { 2172 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2173 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2174 return; 2175 } 2176 2177 if (length < 0.0f) length = paint->measureText(text, bytesCount); 2178 switch (paint->getTextAlign()) { 2179 case SkPaint::kCenter_Align: 2180 x -= length / 2.0f; 2181 break; 2182 case SkPaint::kRight_Align: 2183 x -= length; 2184 break; 2185 default: 2186 break; 2187 } 2188 2189 SkPaint::FontMetrics metrics; 2190 paint->getFontMetrics(&metrics, 0.0f); 2191 if (quickReject(x, y + metrics.fTop, x + length, y + metrics.fBottom)) { 2192 return; 2193 } 2194 2195 const float oldX = x; 2196 const float oldY = y; 2197 const bool pureTranslate = mSnapshot->transform->isPureTranslate(); 2198 if (CC_LIKELY(pureTranslate)) { 2199 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2200 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2201 } 2202 2203#if DEBUG_GLYPHS 2204 ALOGD("OpenGLRenderer drawText() with FontID=%d", SkTypeface::UniqueID(paint->getTypeface())); 2205#endif 2206 2207 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2208 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2209 paint->getTextSize()); 2210 2211 int alpha; 2212 SkXfermode::Mode mode; 2213 getAlphaAndMode(paint, &alpha, &mode); 2214 2215 if (CC_UNLIKELY(mHasShadow)) { 2216 mCaches.activeTexture(0); 2217 2218 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2219 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2220 paint, text, bytesCount, count, mShadowRadius); 2221 const AutoTexture autoCleanup(shadow); 2222 2223 const float sx = oldX - shadow->left + mShadowDx; 2224 const float sy = oldY - shadow->top + mShadowDy; 2225 2226 const int shadowAlpha = ((mShadowColor >> 24) & 0xFF); 2227 int shadowColor = mShadowColor; 2228 if (mShader) { 2229 shadowColor = 0xffffffff; 2230 } 2231 2232 setupDraw(); 2233 setupDrawWithTexture(true); 2234 setupDrawAlpha8Color(shadowColor, shadowAlpha < 255 ? shadowAlpha : alpha); 2235 setupDrawColorFilter(); 2236 setupDrawShader(); 2237 setupDrawBlending(true, mode); 2238 setupDrawProgram(); 2239 setupDrawModelView(sx, sy, sx + shadow->width, sy + shadow->height); 2240 setupDrawTexture(shadow->id); 2241 setupDrawPureColorUniforms(); 2242 setupDrawColorFilterUniforms(); 2243 setupDrawShaderUniforms(); 2244 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2245 2246 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2247 } 2248 2249 // Pick the appropriate texture filtering 2250 bool linearFilter = mSnapshot->transform->changesBounds(); 2251 if (pureTranslate && !linearFilter) { 2252 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2253 } 2254 2255 mCaches.activeTexture(0); 2256 setupDraw(); 2257 setupDrawDirtyRegionsDisabled(); 2258 setupDrawWithTexture(true); 2259 setupDrawAlpha8Color(paint->getColor(), alpha); 2260 setupDrawColorFilter(); 2261 setupDrawShader(); 2262 setupDrawBlending(true, mode); 2263 setupDrawProgram(); 2264 setupDrawModelView(x, y, x, y, pureTranslate, true); 2265 setupDrawTexture(fontRenderer.getTexture(linearFilter)); 2266 setupDrawPureColorUniforms(); 2267 setupDrawColorFilterUniforms(); 2268 setupDrawShaderUniforms(pureTranslate); 2269 2270 const Rect* clip = pureTranslate ? mSnapshot->clipRect : &mSnapshot->getLocalClip(); 2271 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2272 2273#if RENDER_LAYERS_AS_REGIONS 2274 const bool hasActiveLayer = hasLayer(); 2275#else 2276 const bool hasActiveLayer = false; 2277#endif 2278 2279 if (fontRenderer.renderText(paint, clip, text, 0, bytesCount, count, x, y, 2280 hasActiveLayer ? &bounds : NULL)) { 2281#if RENDER_LAYERS_AS_REGIONS 2282 if (hasActiveLayer) { 2283 if (!pureTranslate) { 2284 mSnapshot->transform->mapRect(bounds); 2285 } 2286 dirtyLayerUnchecked(bounds, getRegion()); 2287 } 2288#endif 2289 } 2290 2291 drawTextDecorations(text, bytesCount, length, oldX, oldY, paint); 2292} 2293 2294void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, SkPath* path, 2295 float hOffset, float vOffset, SkPaint* paint) { 2296 if (text == NULL || count == 0 || mSnapshot->isIgnored() || 2297 (paint->getAlpha() == 0 && paint->getXfermode() == NULL)) { 2298 return; 2299 } 2300 2301 FontRenderer& fontRenderer = mCaches.fontRenderer.getFontRenderer(paint); 2302 fontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), 2303 paint->getTextSize()); 2304 2305 int alpha; 2306 SkXfermode::Mode mode; 2307 getAlphaAndMode(paint, &alpha, &mode); 2308 2309 mCaches.activeTexture(0); 2310 setupDraw(); 2311 setupDrawDirtyRegionsDisabled(); 2312 setupDrawWithTexture(true); 2313 setupDrawAlpha8Color(paint->getColor(), alpha); 2314 setupDrawColorFilter(); 2315 setupDrawShader(); 2316 setupDrawBlending(true, mode); 2317 setupDrawProgram(); 2318 setupDrawModelView(0.0f, 0.0f, 0.0f, 0.0f, false, true); 2319 setupDrawTexture(fontRenderer.getTexture(true)); 2320 setupDrawPureColorUniforms(); 2321 setupDrawColorFilterUniforms(); 2322 setupDrawShaderUniforms(false); 2323 2324 const Rect* clip = &mSnapshot->getLocalClip(); 2325 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2326 2327#if RENDER_LAYERS_AS_REGIONS 2328 const bool hasActiveLayer = hasLayer(); 2329#else 2330 const bool hasActiveLayer = false; 2331#endif 2332 2333 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2334 hOffset, vOffset, hasActiveLayer ? &bounds : NULL)) { 2335#if RENDER_LAYERS_AS_REGIONS 2336 if (hasActiveLayer) { 2337 mSnapshot->transform->mapRect(bounds); 2338 dirtyLayerUnchecked(bounds, getRegion()); 2339 } 2340#endif 2341 } 2342} 2343 2344void OpenGLRenderer::drawPath(SkPath* path, SkPaint* paint) { 2345 if (mSnapshot->isIgnored()) return; 2346 2347 mCaches.activeTexture(0); 2348 2349 // TODO: Perform early clip test before we rasterize the path 2350 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2351 if (!texture) return; 2352 const AutoTexture autoCleanup(texture); 2353 2354 const float x = texture->left - texture->offset; 2355 const float y = texture->top - texture->offset; 2356 2357 drawPathTexture(texture, x, y, paint); 2358} 2359 2360void OpenGLRenderer::drawLayer(Layer* layer, float x, float y, SkPaint* paint) { 2361 if (!layer || quickReject(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight())) { 2362 return; 2363 } 2364 2365 if (layer->deferredUpdateScheduled && layer->renderer && layer->displayList) { 2366 OpenGLRenderer* renderer = layer->renderer; 2367 Rect& dirty = layer->dirtyRect; 2368 2369 interrupt(); 2370 renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight()); 2371 renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom, !layer->isBlend()); 2372 renderer->drawDisplayList(layer->displayList, layer->getWidth(), layer->getHeight(), 2373 dirty, DisplayList::kReplayFlag_ClipChildren); 2374 renderer->finish(); 2375 resume(); 2376 2377 dirty.setEmpty(); 2378 layer->deferredUpdateScheduled = false; 2379 layer->renderer = NULL; 2380 layer->displayList = NULL; 2381 } 2382 2383 mCaches.activeTexture(0); 2384 2385 int alpha; 2386 SkXfermode::Mode mode; 2387 getAlphaAndMode(paint, &alpha, &mode); 2388 2389 layer->setAlpha(alpha, mode); 2390 2391#if RENDER_LAYERS_AS_REGIONS 2392 if (CC_LIKELY(!layer->region.isEmpty())) { 2393 if (layer->region.isRect()) { 2394 composeLayerRect(layer, layer->regionRect); 2395 } else if (layer->mesh) { 2396 const float a = alpha / 255.0f; 2397 const Rect& rect = layer->layer; 2398 2399 setupDraw(); 2400 setupDrawWithTexture(); 2401 setupDrawColor(a, a, a, a); 2402 setupDrawColorFilter(); 2403 setupDrawBlending(layer->isBlend() || a < 1.0f, layer->getMode(), false); 2404 setupDrawProgram(); 2405 setupDrawPureColorUniforms(); 2406 setupDrawColorFilterUniforms(); 2407 setupDrawTexture(layer->getTexture()); 2408 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2409 x = (int) floorf(x + mSnapshot->transform->getTranslateX() + 0.5f); 2410 y = (int) floorf(y + mSnapshot->transform->getTranslateY() + 0.5f); 2411 2412 layer->setFilter(GL_NEAREST); 2413 setupDrawModelViewTranslate(x, y, 2414 x + layer->layer.getWidth(), y + layer->layer.getHeight(), true); 2415 } else { 2416 layer->setFilter(GL_LINEAR); 2417 setupDrawModelViewTranslate(x, y, 2418 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2419 } 2420 setupDrawMesh(&layer->mesh[0].position[0], &layer->mesh[0].texture[0]); 2421 2422 glDrawElements(GL_TRIANGLES, layer->meshElementCount, 2423 GL_UNSIGNED_SHORT, layer->meshIndices); 2424 2425 finishDrawTexture(); 2426 2427#if DEBUG_LAYERS_AS_REGIONS 2428 drawRegionRects(layer->region); 2429#endif 2430 } 2431 } 2432#else 2433 const Rect r(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight()); 2434 composeLayerRect(layer, r); 2435#endif 2436} 2437 2438/////////////////////////////////////////////////////////////////////////////// 2439// Shaders 2440/////////////////////////////////////////////////////////////////////////////// 2441 2442void OpenGLRenderer::resetShader() { 2443 mShader = NULL; 2444} 2445 2446void OpenGLRenderer::setupShader(SkiaShader* shader) { 2447 mShader = shader; 2448 if (mShader) { 2449 mShader->set(&mCaches.textureCache, &mCaches.gradientCache); 2450 } 2451} 2452 2453/////////////////////////////////////////////////////////////////////////////// 2454// Color filters 2455/////////////////////////////////////////////////////////////////////////////// 2456 2457void OpenGLRenderer::resetColorFilter() { 2458 mColorFilter = NULL; 2459} 2460 2461void OpenGLRenderer::setupColorFilter(SkiaColorFilter* filter) { 2462 mColorFilter = filter; 2463} 2464 2465/////////////////////////////////////////////////////////////////////////////// 2466// Drop shadow 2467/////////////////////////////////////////////////////////////////////////////// 2468 2469void OpenGLRenderer::resetShadow() { 2470 mHasShadow = false; 2471} 2472 2473void OpenGLRenderer::setupShadow(float radius, float dx, float dy, int color) { 2474 mHasShadow = true; 2475 mShadowRadius = radius; 2476 mShadowDx = dx; 2477 mShadowDy = dy; 2478 mShadowColor = color; 2479} 2480 2481/////////////////////////////////////////////////////////////////////////////// 2482// Draw filters 2483/////////////////////////////////////////////////////////////////////////////// 2484 2485void OpenGLRenderer::resetPaintFilter() { 2486 mHasDrawFilter = false; 2487} 2488 2489void OpenGLRenderer::setupPaintFilter(int clearBits, int setBits) { 2490 mHasDrawFilter = true; 2491 mPaintFilterClearBits = clearBits & SkPaint::kAllFlags; 2492 mPaintFilterSetBits = setBits & SkPaint::kAllFlags; 2493} 2494 2495SkPaint* OpenGLRenderer::filterPaint(SkPaint* paint) { 2496 if (CC_LIKELY(!mHasDrawFilter || !paint)) return paint; 2497 2498 uint32_t flags = paint->getFlags(); 2499 2500 mFilteredPaint = *paint; 2501 mFilteredPaint.setFlags((flags & ~mPaintFilterClearBits) | mPaintFilterSetBits); 2502 2503 return &mFilteredPaint; 2504} 2505 2506/////////////////////////////////////////////////////////////////////////////// 2507// Drawing implementation 2508/////////////////////////////////////////////////////////////////////////////// 2509 2510void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 2511 float x, float y, SkPaint* paint) { 2512 if (quickReject(x, y, x + texture->width, y + texture->height)) { 2513 return; 2514 } 2515 2516 int alpha; 2517 SkXfermode::Mode mode; 2518 getAlphaAndMode(paint, &alpha, &mode); 2519 2520 setupDraw(); 2521 setupDrawWithTexture(true); 2522 setupDrawAlpha8Color(paint->getColor(), alpha); 2523 setupDrawColorFilter(); 2524 setupDrawShader(); 2525 setupDrawBlending(true, mode); 2526 setupDrawProgram(); 2527 setupDrawModelView(x, y, x + texture->width, y + texture->height); 2528 setupDrawTexture(texture->id); 2529 setupDrawPureColorUniforms(); 2530 setupDrawColorFilterUniforms(); 2531 setupDrawShaderUniforms(); 2532 setupDrawMesh(NULL, (GLvoid*) gMeshTextureOffset); 2533 2534 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2535 2536 finishDrawTexture(); 2537} 2538 2539// Same values used by Skia 2540#define kStdStrikeThru_Offset (-6.0f / 21.0f) 2541#define kStdUnderline_Offset (1.0f / 9.0f) 2542#define kStdUnderline_Thickness (1.0f / 18.0f) 2543 2544void OpenGLRenderer::drawTextDecorations(const char* text, int bytesCount, float length, 2545 float x, float y, SkPaint* paint) { 2546 // Handle underline and strike-through 2547 uint32_t flags = paint->getFlags(); 2548 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 2549 SkPaint paintCopy(*paint); 2550 float underlineWidth = length; 2551 // If length is > 0.0f, we already measured the text for the text alignment 2552 if (length <= 0.0f) { 2553 underlineWidth = paintCopy.measureText(text, bytesCount); 2554 } 2555 2556 float offsetX = 0; 2557 switch (paintCopy.getTextAlign()) { 2558 case SkPaint::kCenter_Align: 2559 offsetX = underlineWidth * 0.5f; 2560 break; 2561 case SkPaint::kRight_Align: 2562 offsetX = underlineWidth; 2563 break; 2564 default: 2565 break; 2566 } 2567 2568 if (CC_LIKELY(underlineWidth > 0.0f)) { 2569 const float textSize = paintCopy.getTextSize(); 2570 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 2571 2572 const float left = x - offsetX; 2573 float top = 0.0f; 2574 2575 int linesCount = 0; 2576 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 2577 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 2578 2579 const int pointsCount = 4 * linesCount; 2580 float points[pointsCount]; 2581 int currentPoint = 0; 2582 2583 if (flags & SkPaint::kUnderlineText_Flag) { 2584 top = y + textSize * kStdUnderline_Offset; 2585 points[currentPoint++] = left; 2586 points[currentPoint++] = top; 2587 points[currentPoint++] = left + underlineWidth; 2588 points[currentPoint++] = top; 2589 } 2590 2591 if (flags & SkPaint::kStrikeThruText_Flag) { 2592 top = y + textSize * kStdStrikeThru_Offset; 2593 points[currentPoint++] = left; 2594 points[currentPoint++] = top; 2595 points[currentPoint++] = left + underlineWidth; 2596 points[currentPoint++] = top; 2597 } 2598 2599 paintCopy.setStrokeWidth(strokeWidth); 2600 2601 drawLines(&points[0], pointsCount, &paintCopy); 2602 } 2603 } 2604} 2605 2606void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 2607 int color, SkXfermode::Mode mode, bool ignoreTransform) { 2608 // If a shader is set, preserve only the alpha 2609 if (mShader) { 2610 color |= 0x00ffffff; 2611 } 2612 2613 setupDraw(); 2614 setupDrawNoTexture(); 2615 setupDrawColor(color); 2616 setupDrawShader(); 2617 setupDrawColorFilter(); 2618 setupDrawBlending(mode); 2619 setupDrawProgram(); 2620 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2621 setupDrawColorUniforms(); 2622 setupDrawShaderUniforms(ignoreTransform); 2623 setupDrawColorFilterUniforms(); 2624 setupDrawSimpleMesh(); 2625 2626 glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount); 2627} 2628 2629void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2630 Texture* texture, SkPaint* paint) { 2631 int alpha; 2632 SkXfermode::Mode mode; 2633 getAlphaAndMode(paint, &alpha, &mode); 2634 2635 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2636 2637 if (CC_LIKELY(mSnapshot->transform->isPureTranslate())) { 2638 const float x = (int) floorf(left + mSnapshot->transform->getTranslateX() + 0.5f); 2639 const float y = (int) floorf(top + mSnapshot->transform->getTranslateY() + 0.5f); 2640 2641 texture->setFilter(GL_NEAREST, true); 2642 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2643 alpha / 255.0f, mode, texture->blend, (GLvoid*) NULL, 2644 (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount, false, true); 2645 } else { 2646 texture->setFilter(FILTER(paint), true); 2647 drawTextureMesh(left, top, right, bottom, texture->id, alpha / 255.0f, mode, 2648 texture->blend, (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, 2649 GL_TRIANGLE_STRIP, gMeshCount); 2650 } 2651} 2652 2653void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 2654 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend) { 2655 drawTextureMesh(left, top, right, bottom, texture, alpha, mode, blend, 2656 (GLvoid*) NULL, (GLvoid*) gMeshTextureOffset, GL_TRIANGLE_STRIP, gMeshCount); 2657} 2658 2659void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 2660 GLuint texture, float alpha, SkXfermode::Mode mode, bool blend, 2661 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 2662 bool swapSrcDst, bool ignoreTransform, GLuint vbo, bool ignoreScale, bool dirty) { 2663 2664 setupDraw(); 2665 setupDrawWithTexture(); 2666 setupDrawColor(alpha, alpha, alpha, alpha); 2667 setupDrawColorFilter(); 2668 setupDrawBlending(blend, mode, swapSrcDst); 2669 setupDrawProgram(); 2670 if (!dirty) { 2671 setupDrawDirtyRegionsDisabled(); 2672 } 2673 if (!ignoreScale) { 2674 setupDrawModelView(left, top, right, bottom, ignoreTransform); 2675 } else { 2676 setupDrawModelViewTranslate(left, top, right, bottom, ignoreTransform); 2677 } 2678 setupDrawPureColorUniforms(); 2679 setupDrawColorFilterUniforms(); 2680 setupDrawTexture(texture); 2681 setupDrawMesh(vertices, texCoords, vbo); 2682 2683 glDrawArrays(drawMode, 0, elementsCount); 2684 2685 finishDrawTexture(); 2686} 2687 2688void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 2689 ProgramDescription& description, bool swapSrcDst) { 2690 blend = blend || mode != SkXfermode::kSrcOver_Mode; 2691 if (blend) { 2692 // These blend modes are not supported by OpenGL directly and have 2693 // to be implemented using shaders. Since the shader will perform 2694 // the blending, turn blending off here 2695 // If the blend mode cannot be implemented using shaders, fall 2696 // back to the default SrcOver blend mode instead 2697 if CC_UNLIKELY((mode > SkXfermode::kScreen_Mode)) { 2698 if (CC_UNLIKELY(mCaches.extensions.hasFramebufferFetch())) { 2699 description.framebufferMode = mode; 2700 description.swapSrcDst = swapSrcDst; 2701 2702 if (mCaches.blend) { 2703 glDisable(GL_BLEND); 2704 mCaches.blend = false; 2705 } 2706 2707 return; 2708 } else { 2709 mode = SkXfermode::kSrcOver_Mode; 2710 } 2711 } 2712 2713 if (!mCaches.blend) { 2714 glEnable(GL_BLEND); 2715 } 2716 2717 GLenum sourceMode = swapSrcDst ? gBlendsSwap[mode].src : gBlends[mode].src; 2718 GLenum destMode = swapSrcDst ? gBlendsSwap[mode].dst : gBlends[mode].dst; 2719 2720 if (sourceMode != mCaches.lastSrcMode || destMode != mCaches.lastDstMode) { 2721 glBlendFunc(sourceMode, destMode); 2722 mCaches.lastSrcMode = sourceMode; 2723 mCaches.lastDstMode = destMode; 2724 } 2725 } else if (mCaches.blend) { 2726 glDisable(GL_BLEND); 2727 } 2728 mCaches.blend = blend; 2729} 2730 2731bool OpenGLRenderer::useProgram(Program* program) { 2732 if (!program->isInUse()) { 2733 if (mCaches.currentProgram != NULL) mCaches.currentProgram->remove(); 2734 program->use(); 2735 mCaches.currentProgram = program; 2736 return false; 2737 } 2738 return true; 2739} 2740 2741void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 2742 TextureVertex* v = &mMeshVertices[0]; 2743 TextureVertex::setUV(v++, u1, v1); 2744 TextureVertex::setUV(v++, u2, v1); 2745 TextureVertex::setUV(v++, u1, v2); 2746 TextureVertex::setUV(v++, u2, v2); 2747} 2748 2749void OpenGLRenderer::getAlphaAndMode(SkPaint* paint, int* alpha, SkXfermode::Mode* mode) { 2750 if (paint) { 2751 *mode = getXfermode(paint->getXfermode()); 2752 2753 // Skia draws using the color's alpha channel if < 255 2754 // Otherwise, it uses the paint's alpha 2755 int color = paint->getColor(); 2756 *alpha = (color >> 24) & 0xFF; 2757 if (*alpha == 255) { 2758 *alpha = paint->getAlpha(); 2759 } 2760 } else { 2761 *mode = SkXfermode::kSrcOver_Mode; 2762 *alpha = 255; 2763 } 2764} 2765 2766SkXfermode::Mode OpenGLRenderer::getXfermode(SkXfermode* mode) { 2767 SkXfermode::Mode resultMode; 2768 if (!SkXfermode::AsMode(mode, &resultMode)) { 2769 resultMode = SkXfermode::kSrcOver_Mode; 2770 } 2771 return resultMode; 2772} 2773 2774}; // namespace uirenderer 2775}; // namespace android 2776