OpenGLRenderer.cpp revision 031888744e24b5c7243ac99ec98b78aff5db1c78
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#include "OpenGLRenderer.h" 18 19#include "DeferredDisplayList.h" 20#include "DisplayListRenderer.h" 21#include "Fence.h" 22#include "GammaFontRenderer.h" 23#include "Glop.h" 24#include "GlopBuilder.h" 25#include "Patch.h" 26#include "PathTessellator.h" 27#include "Properties.h" 28#include "RenderNode.h" 29#include "renderstate/MeshState.h" 30#include "renderstate/RenderState.h" 31#include "ShadowTessellator.h" 32#include "SkiaShader.h" 33#include "Vector.h" 34#include "VertexBuffer.h" 35#include "utils/GLUtils.h" 36#include "utils/PaintUtils.h" 37#include "utils/TraceUtils.h" 38 39#include <stdlib.h> 40#include <stdint.h> 41#include <sys/types.h> 42 43#include <SkCanvas.h> 44#include <SkColor.h> 45#include <SkShader.h> 46#include <SkTypeface.h> 47 48#include <utils/Log.h> 49#include <utils/StopWatch.h> 50 51#include <private/hwui/DrawGlInfo.h> 52 53#include <ui/Rect.h> 54 55#if DEBUG_DETAILED_EVENTS 56 #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__) 57#else 58 #define EVENT_LOGD(...) 59#endif 60 61namespace android { 62namespace uirenderer { 63 64static GLenum getFilter(const SkPaint* paint) { 65 if (!paint || paint->getFilterLevel() != SkPaint::kNone_FilterLevel) { 66 return GL_LINEAR; 67 } 68 return GL_NEAREST; 69} 70 71/////////////////////////////////////////////////////////////////////////////// 72// Globals 73/////////////////////////////////////////////////////////////////////////////// 74 75 76/////////////////////////////////////////////////////////////////////////////// 77// Functions 78/////////////////////////////////////////////////////////////////////////////// 79 80template<typename T> 81static inline T min(T a, T b) { 82 return a < b ? a : b; 83} 84 85/////////////////////////////////////////////////////////////////////////////// 86// Constructors/destructor 87/////////////////////////////////////////////////////////////////////////////// 88 89OpenGLRenderer::OpenGLRenderer(RenderState& renderState) 90 : mState(*this) 91 , mCaches(Caches::getInstance()) 92 , mExtensions(Extensions::getInstance()) 93 , mRenderState(renderState) 94 , mFrameStarted(false) 95 , mScissorOptimizationDisabled(false) 96 , mSuppressTiling(false) 97 , mFirstFrameAfterResize(true) 98 , mDirty(false) 99 , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN}) 100 , mLightRadius(FLT_MIN) 101 , mAmbientShadowAlpha(0) 102 , mSpotShadowAlpha(0) { 103 // *set* draw modifiers to be 0 104 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 105 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 106 107 memcpy(mMeshVertices, kUnitQuadVertices, sizeof(kUnitQuadVertices)); 108} 109 110OpenGLRenderer::~OpenGLRenderer() { 111 // The context has already been destroyed at this point, do not call 112 // GL APIs. All GL state should be kept in Caches.h 113} 114 115void OpenGLRenderer::initProperties() { 116 char property[PROPERTY_VALUE_MAX]; 117 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 118 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 119 INIT_LOGD(" Scissor optimization %s", 120 mScissorOptimizationDisabled ? "disabled" : "enabled"); 121 } else { 122 INIT_LOGD(" Scissor optimization enabled"); 123 } 124} 125 126void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius, 127 uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) { 128 mLightCenter = lightCenter; 129 mLightRadius = lightRadius; 130 mAmbientShadowAlpha = ambientShadowAlpha; 131 mSpotShadowAlpha = spotShadowAlpha; 132} 133 134/////////////////////////////////////////////////////////////////////////////// 135// Setup 136/////////////////////////////////////////////////////////////////////////////// 137 138void OpenGLRenderer::onViewportInitialized() { 139 glDisable(GL_DITHER); 140 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 141 mFirstFrameAfterResize = true; 142} 143 144void OpenGLRenderer::setupFrameState(float left, float top, 145 float right, float bottom, bool opaque) { 146 mCaches.clearGarbage(); 147 mState.initializeSaveStack(left, top, right, bottom, mLightCenter); 148 mOpaque = opaque; 149 mTilingClip.set(left, top, right, bottom); 150} 151 152void OpenGLRenderer::startFrame() { 153 if (mFrameStarted) return; 154 mFrameStarted = true; 155 156 mState.setDirtyClip(true); 157 158 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 159 160 mRenderState.setViewport(mState.getWidth(), mState.getHeight()); 161 162 // Functors break the tiling extension in pretty spectacular ways 163 // This ensures we don't use tiling when a functor is going to be 164 // invoked during the frame 165 mSuppressTiling = mCaches.hasRegisteredFunctors() 166 || mFirstFrameAfterResize; 167 mFirstFrameAfterResize = false; 168 169 startTilingCurrentClip(true); 170 171 debugOverdraw(true, true); 172 173 clear(mTilingClip.left, mTilingClip.top, 174 mTilingClip.right, mTilingClip.bottom, mOpaque); 175} 176 177void OpenGLRenderer::prepareDirty(float left, float top, 178 float right, float bottom, bool opaque) { 179 180 setupFrameState(left, top, right, bottom, opaque); 181 182 // Layer renderers will start the frame immediately 183 // The framebuffer renderer will first defer the display list 184 // for each layer and wait until the first drawing command 185 // to start the frame 186 if (currentSnapshot()->fbo == 0) { 187 mRenderState.blend().syncEnabled(); 188 updateLayers(); 189 } else { 190 startFrame(); 191 } 192} 193 194void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 195 // If we know that we are going to redraw the entire framebuffer, 196 // perform a discard to let the driver know we don't need to preserve 197 // the back buffer for this frame. 198 if (mExtensions.hasDiscardFramebuffer() && 199 left <= 0.0f && top <= 0.0f && right >= mState.getWidth() && bottom >= mState.getHeight()) { 200 const bool isFbo = onGetTargetFbo() == 0; 201 const GLenum attachments[] = { 202 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 203 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 204 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 205 } 206} 207 208void OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 209 if (!opaque) { 210 mRenderState.scissor().setEnabled(true); 211 mRenderState.scissor().set(left, getViewportHeight() - bottom, right - left, bottom - top); 212 glClear(GL_COLOR_BUFFER_BIT); 213 mDirty = true; 214 return; 215 } 216 217 mRenderState.scissor().reset(); 218} 219 220void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) { 221 if (!mSuppressTiling) { 222 const Snapshot* snapshot = currentSnapshot(); 223 224 const Rect* clip = &mTilingClip; 225 if (snapshot->flags & Snapshot::kFlagFboTarget) { 226 clip = &(snapshot->layer->clipRect); 227 } 228 229 startTiling(*clip, getViewportHeight(), opaque, expand); 230 } 231} 232 233void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) { 234 if (!mSuppressTiling) { 235 if(expand) { 236 // Expand the startTiling region by 1 237 int leftNotZero = (clip.left > 0) ? 1 : 0; 238 int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0; 239 240 mCaches.startTiling( 241 clip.left - leftNotZero, 242 windowHeight - clip.bottom - topNotZero, 243 clip.right - clip.left + leftNotZero + 1, 244 clip.bottom - clip.top + topNotZero + 1, 245 opaque); 246 } else { 247 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 248 clip.right - clip.left, clip.bottom - clip.top, opaque); 249 } 250 } 251} 252 253void OpenGLRenderer::endTiling() { 254 if (!mSuppressTiling) mCaches.endTiling(); 255} 256 257bool OpenGLRenderer::finish() { 258 renderOverdraw(); 259 endTiling(); 260 mTempPaths.clear(); 261 262 // When finish() is invoked on FBO 0 we've reached the end 263 // of the current frame 264 if (onGetTargetFbo() == 0) { 265 mCaches.pathCache.trim(); 266 mCaches.tessellationCache.trim(); 267 } 268 269 if (!suppressErrorChecks()) { 270#if DEBUG_OPENGL 271 GLUtils::dumpGLErrors(); 272#endif 273 274#if DEBUG_MEMORY_USAGE 275 mCaches.dumpMemoryUsage(); 276#else 277 if (mCaches.getDebugLevel() & kDebugMemory) { 278 mCaches.dumpMemoryUsage(); 279 } 280#endif 281 } 282 283 mFrameStarted = false; 284 285 return reportAndClearDirty(); 286} 287 288void OpenGLRenderer::resumeAfterLayer() { 289 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 290 mRenderState.bindFramebuffer(currentSnapshot()->fbo); 291 debugOverdraw(true, false); 292 293 mRenderState.scissor().reset(); 294 dirtyClip(); 295} 296 297void OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 298 if (mState.currentlyIgnored()) return; 299 300 Rect clip(mState.currentClipRect()); 301 clip.snapToPixelBoundaries(); 302 303 // Since we don't know what the functor will draw, let's dirty 304 // the entire clip region 305 if (hasLayer()) { 306 dirtyLayerUnchecked(clip, getRegion()); 307 } 308 309 DrawGlInfo info; 310 info.clipLeft = clip.left; 311 info.clipTop = clip.top; 312 info.clipRight = clip.right; 313 info.clipBottom = clip.bottom; 314 info.isLayer = hasLayer(); 315 info.width = getViewportWidth(); 316 info.height = getViewportHeight(); 317 currentTransform()->copyTo(&info.transform[0]); 318 319 bool prevDirtyClip = mState.getDirtyClip(); 320 // setup GL state for functor 321 if (mState.getDirtyClip()) { 322 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 323 } 324 if (mRenderState.scissor().setEnabled(true) || prevDirtyClip) { 325 setScissorFromClip(); 326 } 327 328 mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info); 329 // Scissor may have been modified, reset dirty clip 330 dirtyClip(); 331 332 mDirty = true; 333} 334 335/////////////////////////////////////////////////////////////////////////////// 336// Debug 337/////////////////////////////////////////////////////////////////////////////// 338 339void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const { 340#if DEBUG_DETAILED_EVENTS 341 const int BUFFER_SIZE = 256; 342 va_list ap; 343 char buf[BUFFER_SIZE]; 344 345 va_start(ap, fmt); 346 vsnprintf(buf, BUFFER_SIZE, fmt, ap); 347 va_end(ap); 348 349 eventMark(buf); 350#endif 351} 352 353 354void OpenGLRenderer::eventMark(const char* name) const { 355 mCaches.eventMark(0, name); 356} 357 358void OpenGLRenderer::startMark(const char* name) const { 359 mCaches.startMark(0, name); 360} 361 362void OpenGLRenderer::endMark() const { 363 mCaches.endMark(); 364} 365 366void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 367 mRenderState.debugOverdraw(enable, clear); 368} 369 370void OpenGLRenderer::renderOverdraw() { 371 if (mCaches.debugOverdraw && onGetTargetFbo() == 0) { 372 const Rect* clip = &mTilingClip; 373 374 mRenderState.scissor().setEnabled(true); 375 mRenderState.scissor().set(clip->left, 376 mState.firstSnapshot()->getViewportHeight() - clip->bottom, 377 clip->right - clip->left, 378 clip->bottom - clip->top); 379 380 // 1x overdraw 381 mRenderState.stencil().enableDebugTest(2); 382 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 383 384 // 2x overdraw 385 mRenderState.stencil().enableDebugTest(3); 386 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 387 388 // 3x overdraw 389 mRenderState.stencil().enableDebugTest(4); 390 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 391 392 // 4x overdraw and higher 393 mRenderState.stencil().enableDebugTest(4, true); 394 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 395 396 mRenderState.stencil().disable(); 397 } 398} 399 400/////////////////////////////////////////////////////////////////////////////// 401// Layers 402/////////////////////////////////////////////////////////////////////////////// 403 404bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 405 if (layer->deferredUpdateScheduled && layer->renderer 406 && layer->renderNode.get() && layer->renderNode->isRenderable()) { 407 408 if (inFrame) { 409 endTiling(); 410 debugOverdraw(false, false); 411 } 412 413 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 414 layer->render(*this); 415 } else { 416 layer->defer(*this); 417 } 418 419 if (inFrame) { 420 resumeAfterLayer(); 421 startTilingCurrentClip(); 422 } 423 424 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 425 layer->hasDrawnSinceUpdate = false; 426 427 return true; 428 } 429 430 return false; 431} 432 433void OpenGLRenderer::updateLayers() { 434 // If draw deferring is enabled this method will simply defer 435 // the display list of each individual layer. The layers remain 436 // in the layer updates list which will be cleared by flushLayers(). 437 int count = mLayerUpdates.size(); 438 if (count > 0) { 439 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 440 startMark("Layer Updates"); 441 } else { 442 startMark("Defer Layer Updates"); 443 } 444 445 // Note: it is very important to update the layers in order 446 for (int i = 0; i < count; i++) { 447 Layer* layer = mLayerUpdates.itemAt(i).get(); 448 updateLayer(layer, false); 449 } 450 451 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 452 mLayerUpdates.clear(); 453 mRenderState.bindFramebuffer(onGetTargetFbo()); 454 } 455 endMark(); 456 } 457} 458 459void OpenGLRenderer::flushLayers() { 460 int count = mLayerUpdates.size(); 461 if (count > 0) { 462 startMark("Apply Layer Updates"); 463 464 // Note: it is very important to update the layers in order 465 for (int i = 0; i < count; i++) { 466 mLayerUpdates.itemAt(i)->flush(); 467 } 468 469 mLayerUpdates.clear(); 470 mRenderState.bindFramebuffer(onGetTargetFbo()); 471 472 endMark(); 473 } 474} 475 476void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 477 if (layer) { 478 // Make sure we don't introduce duplicates. 479 // SortedVector would do this automatically but we need to respect 480 // the insertion order. The linear search is not an issue since 481 // this list is usually very short (typically one item, at most a few) 482 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 483 if (mLayerUpdates.itemAt(i) == layer) { 484 return; 485 } 486 } 487 mLayerUpdates.push_back(layer); 488 } 489} 490 491void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 492 if (layer) { 493 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 494 if (mLayerUpdates.itemAt(i) == layer) { 495 mLayerUpdates.removeAt(i); 496 break; 497 } 498 } 499 } 500} 501 502void OpenGLRenderer::flushLayerUpdates() { 503 ATRACE_NAME("Update HW Layers"); 504 mRenderState.blend().syncEnabled(); 505 updateLayers(); 506 flushLayers(); 507 // Wait for all the layer updates to be executed 508 AutoFence fence; 509} 510 511void OpenGLRenderer::markLayersAsBuildLayers() { 512 for (size_t i = 0; i < mLayerUpdates.size(); i++) { 513 mLayerUpdates[i]->wasBuildLayered = true; 514 } 515} 516 517/////////////////////////////////////////////////////////////////////////////// 518// State management 519/////////////////////////////////////////////////////////////////////////////// 520 521void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 522 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer; 523 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 524 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 525 526 if (restoreViewport) { 527 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 528 } 529 530 if (restoreClip) { 531 dirtyClip(); 532 } 533 534 if (restoreLayer) { 535 endMark(); // Savelayer 536 ATRACE_END(); // SaveLayer 537 startMark("ComposeLayer"); 538 composeLayer(removed, restored); 539 endMark(); 540 } 541} 542 543/////////////////////////////////////////////////////////////////////////////// 544// Layers 545/////////////////////////////////////////////////////////////////////////////// 546 547int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 548 const SkPaint* paint, int flags, const SkPath* convexMask) { 549 // force matrix/clip isolation for layer 550 flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag; 551 552 const int count = mState.saveSnapshot(flags); 553 554 if (!mState.currentlyIgnored()) { 555 createLayer(left, top, right, bottom, paint, flags, convexMask); 556 } 557 558 return count; 559} 560 561void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 562 const Rect untransformedBounds(bounds); 563 564 currentTransform()->mapRect(bounds); 565 566 // Layers only make sense if they are in the framebuffer's bounds 567 if (bounds.intersect(mState.currentClipRect())) { 568 // We cannot work with sub-pixels in this case 569 bounds.snapToPixelBoundaries(); 570 571 // When the layer is not an FBO, we may use glCopyTexImage so we 572 // need to make sure the layer does not extend outside the bounds 573 // of the framebuffer 574 const Snapshot& previous = *(currentSnapshot()->previous); 575 Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight()); 576 if (!bounds.intersect(previousViewport)) { 577 bounds.setEmpty(); 578 } else if (fboLayer) { 579 clip.set(bounds); 580 mat4 inverse; 581 inverse.loadInverse(*currentTransform()); 582 inverse.mapRect(clip); 583 clip.snapToPixelBoundaries(); 584 if (clip.intersect(untransformedBounds)) { 585 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 586 bounds.set(untransformedBounds); 587 } else { 588 clip.setEmpty(); 589 } 590 } 591 } else { 592 bounds.setEmpty(); 593 } 594} 595 596void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 597 bool fboLayer, int alpha) { 598 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 599 bounds.getHeight() > mCaches.maxTextureSize || 600 (fboLayer && clip.isEmpty())) { 601 writableSnapshot()->empty = fboLayer; 602 } else { 603 writableSnapshot()->invisible = writableSnapshot()->invisible || (alpha <= 0 && fboLayer); 604 } 605} 606 607int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 608 const SkPaint* paint, int flags) { 609 const int count = mState.saveSnapshot(flags); 610 611 if (!mState.currentlyIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 612 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 613 // operations will be able to store and restore the current clip and transform info, and 614 // quick rejection will be correct (for display lists) 615 616 Rect bounds(left, top, right, bottom); 617 Rect clip; 618 calculateLayerBoundsAndClip(bounds, clip, true); 619 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint)); 620 621 if (!mState.currentlyIgnored()) { 622 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 623 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 624 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 625 writableSnapshot()->roundRectClipState = nullptr; 626 } 627 } 628 629 return count; 630} 631 632/** 633 * Layers are viewed by Skia are slightly different than layers in image editing 634 * programs (for instance.) When a layer is created, previously created layers 635 * and the frame buffer still receive every drawing command. For instance, if a 636 * layer is created and a shape intersecting the bounds of the layers and the 637 * framebuffer is draw, the shape will be drawn on both (unless the layer was 638 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 639 * 640 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 641 * texture. Unfortunately, this is inefficient as it requires every primitive to 642 * be drawn n + 1 times, where n is the number of active layers. In practice this 643 * means, for every primitive: 644 * - Switch active frame buffer 645 * - Change viewport, clip and projection matrix 646 * - Issue the drawing 647 * 648 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 649 * To avoid this, layers are implemented in a different way here, at least in the 650 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 651 * is set. When this flag is set we can redirect all drawing operations into a 652 * single FBO. 653 * 654 * This implementation relies on the frame buffer being at least RGBA 8888. When 655 * a layer is created, only a texture is created, not an FBO. The content of the 656 * frame buffer contained within the layer's bounds is copied into this texture 657 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 658 * buffer and drawing continues as normal. This technique therefore treats the 659 * frame buffer as a scratch buffer for the layers. 660 * 661 * To compose the layers back onto the frame buffer, each layer texture 662 * (containing the original frame buffer data) is drawn as a simple quad over 663 * the frame buffer. The trick is that the quad is set as the composition 664 * destination in the blending equation, and the frame buffer becomes the source 665 * of the composition. 666 * 667 * Drawing layers with an alpha value requires an extra step before composition. 668 * An empty quad is drawn over the layer's region in the frame buffer. This quad 669 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 670 * quad is used to multiply the colors in the frame buffer. This is achieved by 671 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 672 * GL_ZERO, GL_SRC_ALPHA. 673 * 674 * Because glCopyTexImage2D() can be slow, an alternative implementation might 675 * be use to draw a single clipped layer. The implementation described above 676 * is correct in every case. 677 * 678 * (1) The frame buffer is actually not cleared right away. To allow the GPU 679 * to potentially optimize series of calls to glCopyTexImage2D, the frame 680 * buffer is left untouched until the first drawing operation. Only when 681 * something actually gets drawn are the layers regions cleared. 682 */ 683bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 684 const SkPaint* paint, int flags, const SkPath* convexMask) { 685 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 686 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 687 688 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 689 690 // Window coordinates of the layer 691 Rect clip; 692 Rect bounds(left, top, right, bottom); 693 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 694 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint)); 695 696 // Bail out if we won't draw in this snapshot 697 if (mState.currentlyIgnored()) { 698 return false; 699 } 700 701 mCaches.textureState().activateTexture(0); 702 Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight()); 703 if (!layer) { 704 return false; 705 } 706 707 layer->setPaint(paint); 708 layer->layer.set(bounds); 709 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 710 bounds.getWidth() / float(layer->getWidth()), 0.0f); 711 712 layer->setBlend(true); 713 layer->setDirty(false); 714 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 715 716 // Save the layer in the snapshot 717 writableSnapshot()->flags |= Snapshot::kFlagIsLayer; 718 writableSnapshot()->layer = layer; 719 720 ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u", 721 fboLayer ? "" : "unclipped ", 722 layer->getWidth(), layer->getHeight()); 723 startMark("SaveLayer"); 724 if (fboLayer) { 725 return createFboLayer(layer, bounds, clip); 726 } else { 727 // Copy the framebuffer into the layer 728 layer->bindTexture(); 729 if (!bounds.isEmpty()) { 730 if (layer->isEmpty()) { 731 // Workaround for some GL drivers. When reading pixels lying outside 732 // of the window we should get undefined values for those pixels. 733 // Unfortunately some drivers will turn the entire target texture black 734 // when reading outside of the window. 735 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 736 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); 737 layer->setEmpty(false); 738 } 739 740 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 741 bounds.left, getViewportHeight() - bounds.bottom, 742 bounds.getWidth(), bounds.getHeight()); 743 744 // Enqueue the buffer coordinates to clear the corresponding region later 745 mLayers.push_back(Rect(bounds)); 746 } 747 } 748 749 return true; 750} 751 752bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 753 layer->clipRect.set(clip); 754 layer->setFbo(mCaches.fboCache.get()); 755 756 writableSnapshot()->region = &writableSnapshot()->layer->region; 757 writableSnapshot()->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer; 758 writableSnapshot()->fbo = layer->getFbo(); 759 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 760 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 761 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 762 writableSnapshot()->roundRectClipState = nullptr; 763 764 endTiling(); 765 debugOverdraw(false, false); 766 // Bind texture to FBO 767 mRenderState.bindFramebuffer(layer->getFbo()); 768 layer->bindTexture(); 769 770 // Initialize the texture if needed 771 if (layer->isEmpty()) { 772 layer->allocateTexture(); 773 layer->setEmpty(false); 774 } 775 776 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 777 layer->getTexture(), 0); 778 779 // Expand the startTiling region by 1 780 startTilingCurrentClip(true, true); 781 782 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 783 mRenderState.scissor().setEnabled(true); 784 mRenderState.scissor().set(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 785 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 786 glClear(GL_COLOR_BUFFER_BIT); 787 788 dirtyClip(); 789 790 // Change the ortho projection 791 mRenderState.setViewport(bounds.getWidth(), bounds.getHeight()); 792 return true; 793} 794 795/** 796 * Read the documentation of createLayer() before doing anything in this method. 797 */ 798void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 799 if (!removed.layer) { 800 ALOGE("Attempting to compose a layer that does not exist"); 801 return; 802 } 803 804 Layer* layer = removed.layer; 805 const Rect& rect = layer->layer; 806 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 807 808 bool clipRequired = false; 809 mState.calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 810 &clipRequired, nullptr, false); // safely ignore return, should never be rejected 811 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 812 813 if (fboLayer) { 814 endTiling(); 815 816 // Detach the texture from the FBO 817 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 818 819 layer->removeFbo(false); 820 821 // Unbind current FBO and restore previous one 822 mRenderState.bindFramebuffer(restored.fbo); 823 debugOverdraw(true, false); 824 825 startTilingCurrentClip(); 826 } 827 828 if (!fboLayer && layer->getAlpha() < 255) { 829 SkPaint layerPaint; 830 layerPaint.setAlpha(layer->getAlpha()); 831 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 832 layerPaint.setColorFilter(layer->getColorFilter()); 833 834 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 835 // Required below, composeLayerRect() will divide by 255 836 layer->setAlpha(255); 837 } 838 839 mRenderState.meshState().unbindMeshBuffer(); 840 841 mCaches.textureState().activateTexture(0); 842 843 // When the layer is stored in an FBO, we can save a bit of fillrate by 844 // drawing only the dirty region 845 if (fboLayer) { 846 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 847 composeLayerRegion(layer, rect); 848 } else if (!rect.isEmpty()) { 849 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 850 851 save(0); 852 // the layer contains screen buffer content that shouldn't be alpha modulated 853 // (and any necessary alpha modulation was handled drawing into the layer) 854 writableSnapshot()->alpha = 1.0f; 855 composeLayerRect(layer, rect, true); 856 restore(); 857 } 858 859 dirtyClip(); 860 861 // Failing to add the layer to the cache should happen only if the layer is too large 862 layer->setConvexMask(nullptr); 863 if (!mCaches.layerCache.put(layer)) { 864 LAYER_LOGD("Deleting layer"); 865 layer->decStrong(nullptr); 866 } 867} 868 869void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 870 float alpha = getLayerAlpha(layer); 871 872 setupDraw(); 873 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 874 setupDrawWithTexture(); 875 } else { 876 setupDrawWithExternalTexture(); 877 } 878 setupDrawTextureTransform(); 879 setupDrawColor(alpha, alpha, alpha, alpha); 880 setupDrawColorFilter(layer->getColorFilter()); 881 setupDrawBlending(layer); 882 setupDrawProgram(); 883 setupDrawPureColorUniforms(); 884 setupDrawColorFilterUniforms(layer->getColorFilter()); 885 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 886 setupDrawTexture(layer->getTexture()); 887 } else { 888 setupDrawExternalTexture(layer->getTexture()); 889 } 890 if (currentTransform()->isPureTranslate() && 891 !layer->getForceFilter() && 892 layer->getWidth() == (uint32_t) rect.getWidth() && 893 layer->getHeight() == (uint32_t) rect.getHeight()) { 894 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 895 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 896 897 layer->setFilter(GL_NEAREST); 898 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 899 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 900 } else { 901 layer->setFilter(GL_LINEAR); 902 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 903 rect.left, rect.top, rect.right, rect.bottom); 904 } 905 setupDrawTextureTransformUniforms(layer->getTexTransform()); 906 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u); 907 908 glDrawArrays(GL_TRIANGLE_STRIP, 0, kMeshCount); 909} 910 911void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 912 if (layer->isTextureLayer()) { 913 EVENT_LOGD("composeTextureLayerRect"); 914 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 915 drawTextureLayer(layer, rect); 916 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 917 } else { 918 EVENT_LOGD("composeHardwareLayerRect"); 919 const Rect& texCoords = layer->texCoords; 920 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 921 texCoords.right, texCoords.bottom); 922 923 float x = rect.left; 924 float y = rect.top; 925 bool simpleTransform = currentTransform()->isPureTranslate() && 926 layer->getWidth() == (uint32_t) rect.getWidth() && 927 layer->getHeight() == (uint32_t) rect.getHeight(); 928 929 if (simpleTransform) { 930 // When we're swapping, the layer is already in screen coordinates 931 if (!swap) { 932 x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 933 y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 934 } 935 936 layer->setFilter(GL_NEAREST, true); 937 } else { 938 layer->setFilter(GL_LINEAR, true); 939 } 940 941 SkPaint layerPaint; 942 layerPaint.setAlpha(getLayerAlpha(layer) * 255); 943 layerPaint.setXfermodeMode(layer->getMode()); 944 layerPaint.setColorFilter(layer->getColorFilter()); 945 946 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f; 947 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 948 layer->getTexture(), &layerPaint, blend, 949 &mMeshVertices[0].x, &mMeshVertices[0].u, 950 GL_TRIANGLE_STRIP, kMeshCount, swap, swap || simpleTransform); 951 952 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 953 } 954} 955 956/** 957 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 958 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 959 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 960 * by saveLayer's restore 961 */ 962#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 963 DRAW_COMMAND; \ 964 if (CC_UNLIKELY(mCaches.debugOverdraw && onGetTargetFbo() == 0 && COND)) { \ 965 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 966 DRAW_COMMAND; \ 967 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 968 } \ 969 } 970 971#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 972 973// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to 974// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque. 975class LayerShader : public SkShader { 976public: 977 LayerShader(Layer* layer, const SkMatrix* localMatrix) 978 : INHERITED(localMatrix) 979 , mLayer(layer) { 980 } 981 982 virtual bool asACustomShader(void** data) const override { 983 if (data) { 984 *data = static_cast<void*>(mLayer); 985 } 986 return true; 987 } 988 989 virtual bool isOpaque() const override { 990 return !mLayer->isBlend(); 991 } 992 993protected: 994 virtual void shadeSpan(int x, int y, SkPMColor[], int count) { 995 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend."); 996 } 997 998 virtual void flatten(SkWriteBuffer&) const override { 999 LOG_ALWAYS_FATAL("LayerShader should never be flattened."); 1000 } 1001 1002 virtual Factory getFactory() const override { 1003 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream."); 1004 return nullptr; 1005 } 1006private: 1007 // Unowned. 1008 Layer* mLayer; 1009 typedef SkShader INHERITED; 1010}; 1011 1012void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 1013 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 1014 1015 if (layer->getConvexMask()) { 1016 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag); 1017 1018 // clip to the area of the layer the mask can be larger 1019 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 1020 1021 SkPaint paint; 1022 paint.setAntiAlias(true); 1023 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 1024 1025 // create LayerShader to map SaveLayer content into subsequent draw 1026 SkMatrix shaderMatrix; 1027 shaderMatrix.setTranslate(rect.left, rect.bottom); 1028 shaderMatrix.preScale(1, -1); 1029 LayerShader layerShader(layer, &shaderMatrix); 1030 paint.setShader(&layerShader); 1031 1032 // Since the drawing primitive is defined in local drawing space, 1033 // we don't need to modify the draw matrix 1034 const SkPath* maskPath = layer->getConvexMask(); 1035 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 1036 1037 paint.setShader(nullptr); 1038 restore(); 1039 1040 return; 1041 } 1042 1043 if (layer->region.isRect()) { 1044 layer->setRegionAsRect(); 1045 1046 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1047 1048 layer->region.clear(); 1049 return; 1050 } 1051 1052 EVENT_LOGD("composeLayerRegion"); 1053 // standard Region based draw 1054 size_t count; 1055 const android::Rect* rects; 1056 Region safeRegion; 1057 if (CC_LIKELY(hasRectToRectTransform())) { 1058 rects = layer->region.getArray(&count); 1059 } else { 1060 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1061 rects = safeRegion.getArray(&count); 1062 } 1063 1064 const float alpha = getLayerAlpha(layer); 1065 const float texX = 1.0f / float(layer->getWidth()); 1066 const float texY = 1.0f / float(layer->getHeight()); 1067 const float height = rect.getHeight(); 1068 1069 setupDraw(); 1070 1071 // We must get (and therefore bind) the region mesh buffer 1072 // after we setup drawing in case we need to mess with the 1073 // stencil buffer in setupDraw() 1074 TextureVertex* mesh = mCaches.getRegionMesh(); 1075 uint32_t numQuads = 0; 1076 1077 setupDrawWithTexture(); 1078 setupDrawColor(alpha, alpha, alpha, alpha); 1079 setupDrawColorFilter(layer->getColorFilter()); 1080 setupDrawBlending(layer); 1081 setupDrawProgram(); 1082 setupDrawDirtyRegionsDisabled(); 1083 setupDrawPureColorUniforms(); 1084 setupDrawColorFilterUniforms(layer->getColorFilter()); 1085 setupDrawTexture(layer->getTexture()); 1086 if (currentTransform()->isPureTranslate()) { 1087 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1088 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1089 1090 layer->setFilter(GL_NEAREST); 1091 setupDrawModelView(kModelViewMode_Translate, false, 1092 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1093 } else { 1094 layer->setFilter(GL_LINEAR); 1095 setupDrawModelView(kModelViewMode_Translate, false, 1096 rect.left, rect.top, rect.right, rect.bottom); 1097 } 1098 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 1099 1100 for (size_t i = 0; i < count; i++) { 1101 const android::Rect* r = &rects[i]; 1102 1103 const float u1 = r->left * texX; 1104 const float v1 = (height - r->top) * texY; 1105 const float u2 = r->right * texX; 1106 const float v2 = (height - r->bottom) * texY; 1107 1108 // TODO: Reject quads outside of the clip 1109 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1110 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1111 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1112 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1113 1114 numQuads++; 1115 1116 if (numQuads >= kMaxNumberOfQuads) { 1117 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1118 GL_UNSIGNED_SHORT, nullptr)); 1119 numQuads = 0; 1120 mesh = mCaches.getRegionMesh(); 1121 } 1122 } 1123 1124 if (numQuads > 0) { 1125 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1126 GL_UNSIGNED_SHORT, nullptr)); 1127 } 1128 1129#if DEBUG_LAYERS_AS_REGIONS 1130 drawRegionRectsDebug(layer->region); 1131#endif 1132 1133 layer->region.clear(); 1134} 1135 1136#if DEBUG_LAYERS_AS_REGIONS 1137void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 1138 size_t count; 1139 const android::Rect* rects = region.getArray(&count); 1140 1141 uint32_t colors[] = { 1142 0x7fff0000, 0x7f00ff00, 1143 0x7f0000ff, 0x7fff00ff, 1144 }; 1145 1146 int offset = 0; 1147 int32_t top = rects[0].top; 1148 1149 for (size_t i = 0; i < count; i++) { 1150 if (top != rects[i].top) { 1151 offset ^= 0x2; 1152 top = rects[i].top; 1153 } 1154 1155 SkPaint paint; 1156 paint.setColor(colors[offset + (i & 0x1)]); 1157 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1158 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1159 } 1160} 1161#endif 1162 1163void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1164 Vector<float> rects; 1165 1166 SkRegion::Iterator it(region); 1167 while (!it.done()) { 1168 const SkIRect& r = it.rect(); 1169 rects.push(r.fLeft); 1170 rects.push(r.fTop); 1171 rects.push(r.fRight); 1172 rects.push(r.fBottom); 1173 it.next(); 1174 } 1175 1176 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1177} 1178 1179void OpenGLRenderer::dirtyLayer(const float left, const float top, 1180 const float right, const float bottom, const mat4 transform) { 1181 if (hasLayer()) { 1182 Rect bounds(left, top, right, bottom); 1183 transform.mapRect(bounds); 1184 dirtyLayerUnchecked(bounds, getRegion()); 1185 } 1186} 1187 1188void OpenGLRenderer::dirtyLayer(const float left, const float top, 1189 const float right, const float bottom) { 1190 if (hasLayer()) { 1191 Rect bounds(left, top, right, bottom); 1192 dirtyLayerUnchecked(bounds, getRegion()); 1193 } 1194} 1195 1196void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1197 if (bounds.intersect(mState.currentClipRect())) { 1198 bounds.snapToPixelBoundaries(); 1199 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1200 if (!dirty.isEmpty()) { 1201 region->orSelf(dirty); 1202 } 1203 } 1204} 1205 1206void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) { 1207 GLsizei elementsCount = quadsCount * 6; 1208 while (elementsCount > 0) { 1209 GLsizei drawCount = min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6); 1210 1211 setupDrawIndexedVertices(&mesh[0].x); 1212 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, nullptr); 1213 1214 elementsCount -= drawCount; 1215 // Though there are 4 vertices in a quad, we use 6 indices per 1216 // quad to draw with GL_TRIANGLES 1217 mesh += (drawCount / 6) * 4; 1218 } 1219} 1220 1221void OpenGLRenderer::clearLayerRegions() { 1222 const size_t count = mLayers.size(); 1223 if (count == 0) return; 1224 1225 if (!mState.currentlyIgnored()) { 1226 EVENT_LOGD("clearLayerRegions"); 1227 // Doing several glScissor/glClear here can negatively impact 1228 // GPUs with a tiler architecture, instead we draw quads with 1229 // the Clear blending mode 1230 1231 // The list contains bounds that have already been clipped 1232 // against their initial clip rect, and the current clip 1233 // is likely different so we need to disable clipping here 1234 bool scissorChanged = mRenderState.scissor().setEnabled(false); 1235 1236 Vertex mesh[count * 4]; 1237 Vertex* vertex = mesh; 1238 1239 for (uint32_t i = 0; i < count; i++) { 1240 const Rect& bounds = mLayers[i]; 1241 1242 Vertex::set(vertex++, bounds.left, bounds.top); 1243 Vertex::set(vertex++, bounds.right, bounds.top); 1244 Vertex::set(vertex++, bounds.left, bounds.bottom); 1245 Vertex::set(vertex++, bounds.right, bounds.bottom); 1246 } 1247 // We must clear the list of dirty rects before we 1248 // call setupDraw() to prevent stencil setup to do 1249 // the same thing again 1250 mLayers.clear(); 1251 1252 SkPaint clearPaint; 1253 clearPaint.setXfermodeMode(SkXfermode::kClear_Mode); 1254 1255 setupDraw(false); 1256 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1257 setupDrawBlending(&clearPaint, true); 1258 setupDrawProgram(); 1259 setupDrawPureColorUniforms(); 1260 setupDrawModelView(kModelViewMode_Translate, false, 1261 0.0f, 0.0f, 0.0f, 0.0f, true); 1262 1263 issueIndexedQuadDraw(&mesh[0], count); 1264 1265 if (scissorChanged) mRenderState.scissor().setEnabled(true); 1266 } else { 1267 mLayers.clear(); 1268 } 1269} 1270 1271/////////////////////////////////////////////////////////////////////////////// 1272// State Deferral 1273/////////////////////////////////////////////////////////////////////////////// 1274 1275bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1276 const Rect& currentClip = mState.currentClipRect(); 1277 const mat4* currentMatrix = currentTransform(); 1278 1279 if (stateDeferFlags & kStateDeferFlag_Draw) { 1280 // state has bounds initialized in local coordinates 1281 if (!state.mBounds.isEmpty()) { 1282 currentMatrix->mapRect(state.mBounds); 1283 Rect clippedBounds(state.mBounds); 1284 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1285 // is used, it should more closely duplicate the quickReject logic (in how it uses 1286 // snapToPixelBoundaries) 1287 1288 if (!clippedBounds.intersect(currentClip)) { 1289 // quick rejected 1290 return true; 1291 } 1292 1293 state.mClipSideFlags = kClipSide_None; 1294 if (!currentClip.contains(state.mBounds)) { 1295 int& flags = state.mClipSideFlags; 1296 // op partially clipped, so record which sides are clipped for clip-aware merging 1297 if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left; 1298 if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top; 1299 if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right; 1300 if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1301 } 1302 state.mBounds.set(clippedBounds); 1303 } else { 1304 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1305 // overdraw avoidance (since we don't know what it overlaps) 1306 state.mClipSideFlags = kClipSide_ConservativeFull; 1307 state.mBounds.set(currentClip); 1308 } 1309 } 1310 1311 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1312 if (state.mClipValid) { 1313 state.mClip.set(currentClip); 1314 } 1315 1316 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1317 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1318 state.mMatrix.load(*currentMatrix); 1319 state.mDrawModifiers = mDrawModifiers; 1320 state.mAlpha = currentSnapshot()->alpha; 1321 1322 // always store/restore, since it's just a pointer 1323 state.mRoundRectClipState = currentSnapshot()->roundRectClipState; 1324 return false; 1325} 1326 1327void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1328 setMatrix(state.mMatrix); 1329 writableSnapshot()->alpha = state.mAlpha; 1330 mDrawModifiers = state.mDrawModifiers; 1331 writableSnapshot()->roundRectClipState = state.mRoundRectClipState; 1332 1333 if (state.mClipValid && !skipClipRestore) { 1334 writableSnapshot()->setClip(state.mClip.left, state.mClip.top, 1335 state.mClip.right, state.mClip.bottom); 1336 dirtyClip(); 1337 } 1338} 1339 1340/** 1341 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1342 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1343 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1344 * 1345 * This method should be called when restoreDisplayState() won't be restoring the clip 1346 */ 1347void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1348 if (clipRect != nullptr) { 1349 writableSnapshot()->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1350 } else { 1351 writableSnapshot()->setClip(0, 0, mState.getWidth(), mState.getHeight()); 1352 } 1353 dirtyClip(); 1354 bool enableScissor = (clipRect != nullptr) || mScissorOptimizationDisabled; 1355 mRenderState.scissor().setEnabled(enableScissor); 1356} 1357 1358/////////////////////////////////////////////////////////////////////////////// 1359// Clipping 1360/////////////////////////////////////////////////////////////////////////////// 1361 1362void OpenGLRenderer::setScissorFromClip() { 1363 Rect clip(mState.currentClipRect()); 1364 clip.snapToPixelBoundaries(); 1365 1366 if (mRenderState.scissor().set(clip.left, getViewportHeight() - clip.bottom, 1367 clip.getWidth(), clip.getHeight())) { 1368 mState.setDirtyClip(false); 1369 } 1370} 1371 1372void OpenGLRenderer::ensureStencilBuffer() { 1373 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1374 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1375 // just hope we have one when hasLayer() returns false. 1376 if (hasLayer()) { 1377 attachStencilBufferToLayer(currentSnapshot()->layer); 1378 } 1379} 1380 1381void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1382 // The layer's FBO is already bound when we reach this stage 1383 if (!layer->getStencilRenderBuffer()) { 1384 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1385 // is attached after we initiated tiling. We must turn it off, 1386 // attach the new render buffer then turn tiling back on 1387 endTiling(); 1388 1389 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1390 Stencil::getSmallestStencilFormat(), layer->getWidth(), layer->getHeight()); 1391 layer->setStencilRenderBuffer(buffer); 1392 1393 startTiling(layer->clipRect, layer->layer.getHeight()); 1394 } 1395} 1396 1397static void handlePoint(std::vector<Vertex>& rectangleVertices, const Matrix4& transform, 1398 float x, float y) { 1399 Vertex v; 1400 v.x = x; 1401 v.y = y; 1402 transform.mapPoint(v.x, v.y); 1403 rectangleVertices.push_back(v); 1404} 1405 1406static void handlePointNoTransform(std::vector<Vertex>& rectangleVertices, float x, float y) { 1407 Vertex v; 1408 v.x = x; 1409 v.y = y; 1410 rectangleVertices.push_back(v); 1411} 1412 1413void OpenGLRenderer::drawRectangleList(const RectangleList& rectangleList) { 1414 int count = rectangleList.getTransformedRectanglesCount(); 1415 std::vector<Vertex> rectangleVertices(count * 4); 1416 Rect scissorBox = rectangleList.calculateBounds(); 1417 scissorBox.snapToPixelBoundaries(); 1418 for (int i = 0; i < count; ++i) { 1419 const TransformedRectangle& tr(rectangleList.getTransformedRectangle(i)); 1420 const Matrix4& transform = tr.getTransform(); 1421 Rect bounds = tr.getBounds(); 1422 if (transform.rectToRect()) { 1423 transform.mapRect(bounds); 1424 if (!bounds.intersect(scissorBox)) { 1425 bounds.setEmpty(); 1426 } else { 1427 handlePointNoTransform(rectangleVertices, bounds.left, bounds.top); 1428 handlePointNoTransform(rectangleVertices, bounds.right, bounds.top); 1429 handlePointNoTransform(rectangleVertices, bounds.left, bounds.bottom); 1430 handlePointNoTransform(rectangleVertices, bounds.right, bounds.bottom); 1431 } 1432 } else { 1433 handlePoint(rectangleVertices, transform, bounds.left, bounds.top); 1434 handlePoint(rectangleVertices, transform, bounds.right, bounds.top); 1435 handlePoint(rectangleVertices, transform, bounds.left, bounds.bottom); 1436 handlePoint(rectangleVertices, transform, bounds.right, bounds.bottom); 1437 } 1438 } 1439 1440 mRenderState.scissor().set(scissorBox.left, getViewportHeight() - scissorBox.bottom, 1441 scissorBox.getWidth(), scissorBox.getHeight()); 1442 1443 const SkPaint* paint = nullptr; 1444 setupDraw(); 1445 setupDrawNoTexture(); 1446 setupDrawColor(0, 0xff * currentSnapshot()->alpha); 1447 setupDrawShader(getShader(paint)); 1448 setupDrawColorFilter(getColorFilter(paint)); 1449 setupDrawBlending(paint); 1450 setupDrawProgram(); 1451 setupDrawDirtyRegionsDisabled(); 1452 setupDrawModelView(kModelViewMode_Translate, false, 1453 0.0f, 0.0f, 0.0f, 0.0f, true); 1454 setupDrawColorUniforms(getShader(paint)); 1455 setupDrawShaderUniforms(getShader(paint)); 1456 setupDrawColorFilterUniforms(getColorFilter(paint)); 1457 1458 issueIndexedQuadDraw(&rectangleVertices[0], rectangleVertices.size() / 4); 1459} 1460 1461void OpenGLRenderer::setStencilFromClip() { 1462 if (!mCaches.debugOverdraw) { 1463 if (!currentSnapshot()->clipIsSimple()) { 1464 int incrementThreshold; 1465 EVENT_LOGD("setStencilFromClip - enabling"); 1466 1467 // NOTE: The order here is important, we must set dirtyClip to false 1468 // before any draw call to avoid calling back into this method 1469 mState.setDirtyClip(false); 1470 1471 ensureStencilBuffer(); 1472 1473 const ClipArea& clipArea = currentSnapshot()->getClipArea(); 1474 1475 bool isRectangleList = clipArea.isRectangleList(); 1476 if (isRectangleList) { 1477 incrementThreshold = clipArea.getRectangleList().getTransformedRectanglesCount(); 1478 } else { 1479 incrementThreshold = 0; 1480 } 1481 1482 mRenderState.stencil().enableWrite(incrementThreshold); 1483 1484 // Clean and update the stencil, but first make sure we restrict drawing 1485 // to the region's bounds 1486 bool resetScissor = mRenderState.scissor().setEnabled(true); 1487 if (resetScissor) { 1488 // The scissor was not set so we now need to update it 1489 setScissorFromClip(); 1490 } 1491 1492 mRenderState.stencil().clear(); 1493 1494 // stash and disable the outline clip state, since stencil doesn't account for outline 1495 bool storedSkipOutlineClip = mSkipOutlineClip; 1496 mSkipOutlineClip = true; 1497 1498 SkPaint paint; 1499 paint.setColor(SK_ColorBLACK); 1500 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1501 1502 if (isRectangleList) { 1503 drawRectangleList(clipArea.getRectangleList()); 1504 } else { 1505 // NOTE: We could use the region contour path to generate a smaller mesh 1506 // Since we are using the stencil we could use the red book path 1507 // drawing technique. It might increase bandwidth usage though. 1508 1509 // The last parameter is important: we are not drawing in the color buffer 1510 // so we don't want to dirty the current layer, if any 1511 drawRegionRects(clipArea.getClipRegion(), paint, false); 1512 } 1513 if (resetScissor) mRenderState.scissor().setEnabled(false); 1514 mSkipOutlineClip = storedSkipOutlineClip; 1515 1516 mRenderState.stencil().enableTest(incrementThreshold); 1517 1518 // Draw the region used to generate the stencil if the appropriate debug 1519 // mode is enabled 1520 // TODO: Implement for rectangle list clip areas 1521 if (mCaches.debugStencilClip == Caches::kStencilShowRegion && 1522 !clipArea.isRectangleList()) { 1523 paint.setColor(0x7f0000ff); 1524 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1525 drawRegionRects(currentSnapshot()->getClipRegion(), paint); 1526 } 1527 } else { 1528 EVENT_LOGD("setStencilFromClip - disabling"); 1529 mRenderState.stencil().disable(); 1530 } 1531 } 1532} 1533 1534/** 1535 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1536 * 1537 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1538 * style, and tessellated AA ramp 1539 */ 1540bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1541 const SkPaint* paint) { 1542 bool snapOut = paint && paint->isAntiAlias(); 1543 1544 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1545 float outset = paint->getStrokeWidth() * 0.5f; 1546 left -= outset; 1547 top -= outset; 1548 right += outset; 1549 bottom += outset; 1550 } 1551 1552 bool clipRequired = false; 1553 bool roundRectClipRequired = false; 1554 if (mState.calculateQuickRejectForScissor(left, top, right, bottom, 1555 &clipRequired, &roundRectClipRequired, snapOut)) { 1556 return true; 1557 } 1558 1559 // not quick rejected, so enable the scissor if clipRequired 1560 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 1561 mSkipOutlineClip = !roundRectClipRequired; 1562 return false; 1563} 1564 1565void OpenGLRenderer::debugClip() { 1566#if DEBUG_CLIP_REGIONS 1567 if (!currentSnapshot()->clipRegion->isEmpty()) { 1568 SkPaint paint; 1569 paint.setColor(0x7f00ff00); 1570 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1571 1572 } 1573#endif 1574} 1575 1576/////////////////////////////////////////////////////////////////////////////// 1577// Drawing commands 1578/////////////////////////////////////////////////////////////////////////////// 1579 1580void OpenGLRenderer::setupDraw(bool clearLayer) { 1581 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1582 // changes the scissor test state 1583 if (clearLayer) clearLayerRegions(); 1584 // Make sure setScissor & setStencil happen at the beginning of 1585 // this method 1586 if (mState.getDirtyClip()) { 1587 if (mRenderState.scissor().isEnabled()) { 1588 setScissorFromClip(); 1589 } 1590 1591 setStencilFromClip(); 1592 } 1593 1594 mDescription.reset(); 1595 1596 mSetShaderColor = false; 1597 mColorSet = false; 1598 mColorA = mColorR = mColorG = mColorB = 0.0f; 1599 mTextureUnit = 0; 1600 mTrackDirtyRegions = true; 1601 1602 // Enable debug highlight when what we're about to draw is tested against 1603 // the stencil buffer and if stencil highlight debugging is on 1604 mDescription.hasDebugHighlight = !mCaches.debugOverdraw && 1605 mCaches.debugStencilClip == Caches::kStencilShowHighlight && 1606 mRenderState.stencil().isTestEnabled(); 1607} 1608 1609void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1610 mDescription.hasTexture = true; 1611 mDescription.hasAlpha8Texture = isAlpha8; 1612} 1613 1614void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1615 mDescription.hasTexture = true; 1616 mDescription.hasColors = true; 1617 mDescription.hasAlpha8Texture = isAlpha8; 1618} 1619 1620void OpenGLRenderer::setupDrawWithExternalTexture() { 1621 mDescription.hasExternalTexture = true; 1622} 1623 1624void OpenGLRenderer::setupDrawNoTexture() { 1625 mRenderState.meshState().disableTexCoordsVertexArray(); 1626} 1627 1628void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) { 1629 mDescription.hasVertexAlpha = true; 1630 mDescription.useShadowAlphaInterp = useShadowAlphaInterp; 1631} 1632 1633void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1634 mColorA = alpha / 255.0f; 1635 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1636 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1637 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1638 mColorSet = true; 1639 mSetShaderColor = mDescription.setColorModulate(mColorA); 1640} 1641 1642void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1643 mColorA = alpha / 255.0f; 1644 mColorR = mColorA * ((color >> 16) & 0xFF) / 255.0f; 1645 mColorG = mColorA * ((color >> 8) & 0xFF) / 255.0f; 1646 mColorB = mColorA * ((color ) & 0xFF) / 255.0f; 1647 mColorSet = true; 1648 mSetShaderColor = mDescription.setAlpha8ColorModulate(mColorR, mColorG, mColorB, mColorA); 1649} 1650 1651void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1652 mCaches.fontRenderer->describe(mDescription, paint); 1653} 1654 1655void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1656 mColorA = a; 1657 mColorR = r; 1658 mColorG = g; 1659 mColorB = b; 1660 mColorSet = true; 1661 mSetShaderColor = mDescription.setColorModulate(a); 1662} 1663 1664void OpenGLRenderer::setupDrawShader(const SkShader* shader) { 1665 if (shader != nullptr) { 1666 SkiaShader::describe(&mCaches, mDescription, mExtensions, *shader); 1667 } 1668} 1669 1670void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) { 1671 if (filter == nullptr) { 1672 return; 1673 } 1674 1675 SkXfermode::Mode mode; 1676 if (filter->asColorMode(nullptr, &mode)) { 1677 mDescription.colorOp = ProgramDescription::kColorBlend; 1678 mDescription.colorMode = mode; 1679 } else if (filter->asColorMatrix(nullptr)) { 1680 mDescription.colorOp = ProgramDescription::kColorMatrix; 1681 } 1682} 1683 1684void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1685 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1686 mColorA = 1.0f; 1687 mColorR = mColorG = mColorB = 0.0f; 1688 mSetShaderColor = mDescription.modulate = true; 1689 } 1690} 1691 1692void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) { 1693 SkXfermode::Mode mode = layer->getMode(); 1694 // When the blending mode is kClear_Mode, we need to use a modulate color 1695 // argb=1,0,0,0 1696 accountForClear(mode); 1697 // TODO: check shader blending, once we have shader drawing support for layers. 1698 bool blend = layer->isBlend() 1699 || getLayerAlpha(layer) < 1.0f 1700 || (mColorSet && mColorA < 1.0f) 1701 || PaintUtils::isBlendedColorFilter(layer->getColorFilter()); 1702 chooseBlending(blend, mode, mDescription, swapSrcDst); 1703} 1704 1705void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) { 1706 SkXfermode::Mode mode = getXfermodeDirect(paint); 1707 // When the blending mode is kClear_Mode, we need to use a modulate color 1708 // argb=1,0,0,0 1709 accountForClear(mode); 1710 blend |= (mColorSet && mColorA < 1.0f) 1711 || (getShader(paint) && !getShader(paint)->isOpaque()) 1712 || PaintUtils::isBlendedColorFilter(getColorFilter(paint)); 1713 chooseBlending(blend, mode, mDescription, swapSrcDst); 1714} 1715 1716void OpenGLRenderer::setupDrawProgram() { 1717 mCaches.setProgram(mDescription); 1718 if (mDescription.hasRoundRectClip) { 1719 // TODO: avoid doing this repeatedly, stashing state pointer in program 1720 const RoundRectClipState* state = writableSnapshot()->roundRectClipState; 1721 const Rect& innerRect = state->innerRect; 1722 glUniform4f(mCaches.program().getUniform("roundRectInnerRectLTRB"), 1723 innerRect.left, innerRect.top, 1724 innerRect.right, innerRect.bottom); 1725 glUniformMatrix4fv(mCaches.program().getUniform("roundRectInvTransform"), 1726 1, GL_FALSE, &state->matrix.data[0]); 1727 1728 // add half pixel to round out integer rect space to cover pixel centers 1729 float roundedOutRadius = state->radius + 0.5f; 1730 glUniform1f(mCaches.program().getUniform("roundRectRadius"), 1731 roundedOutRadius); 1732 } 1733} 1734 1735void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1736 mTrackDirtyRegions = false; 1737} 1738 1739void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset, 1740 float left, float top, float right, float bottom, bool ignoreTransform) { 1741 mModelViewMatrix.loadTranslate(left, top, 0.0f); 1742 if (mode == kModelViewMode_TranslateAndScale) { 1743 mModelViewMatrix.scale(right - left, bottom - top, 1.0f); 1744 } 1745 1746 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1747 const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform(); 1748 1749 mCaches.program().set(currentSnapshot()->getOrthoMatrix(), 1750 mModelViewMatrix, transformMatrix, offset); 1751 if (dirty && mTrackDirtyRegions) { 1752 if (!ignoreTransform) { 1753 dirtyLayer(left, top, right, bottom, *currentTransform()); 1754 } else { 1755 dirtyLayer(left, top, right, bottom); 1756 } 1757 } 1758} 1759 1760void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) { 1761 if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) { 1762 mCaches.program().setColor(mColorR, mColorG, mColorB, mColorA); 1763 } 1764} 1765 1766void OpenGLRenderer::setupDrawPureColorUniforms() { 1767 if (mSetShaderColor) { 1768 mCaches.program().setColor(mColorR, mColorG, mColorB, mColorA); 1769 } 1770} 1771 1772void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) { 1773 if (shader == nullptr) { 1774 return; 1775 } 1776 1777 if (ignoreTransform) { 1778 // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform() 1779 // because it was built into modelView / the geometry, and the description needs to 1780 // compensate. 1781 mat4 modelViewWithoutTransform; 1782 modelViewWithoutTransform.loadInverse(*currentTransform()); 1783 modelViewWithoutTransform.multiply(mModelViewMatrix); 1784 mModelViewMatrix.load(modelViewWithoutTransform); 1785 } 1786 1787 SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, mExtensions, *shader); 1788} 1789 1790void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) { 1791 if (nullptr == filter) { 1792 return; 1793 } 1794 1795 SkColor color; 1796 SkXfermode::Mode mode; 1797 if (filter->asColorMode(&color, &mode)) { 1798 const int alpha = SkColorGetA(color); 1799 const GLfloat a = alpha / 255.0f; 1800 const GLfloat r = a * SkColorGetR(color) / 255.0f; 1801 const GLfloat g = a * SkColorGetG(color) / 255.0f; 1802 const GLfloat b = a * SkColorGetB(color) / 255.0f; 1803 glUniform4f(mCaches.program().getUniform("colorBlend"), r, g, b, a); 1804 return; 1805 } 1806 1807 SkScalar srcColorMatrix[20]; 1808 if (filter->asColorMatrix(srcColorMatrix)) { 1809 1810 float colorMatrix[16]; 1811 memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float)); 1812 memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float)); 1813 memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float)); 1814 memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float)); 1815 1816 // Skia uses the range [0..255] for the addition vector, but we need 1817 // the [0..1] range to apply the vector in GLSL 1818 float colorVector[4]; 1819 colorVector[0] = srcColorMatrix[4] / 255.0f; 1820 colorVector[1] = srcColorMatrix[9] / 255.0f; 1821 colorVector[2] = srcColorMatrix[14] / 255.0f; 1822 colorVector[3] = srcColorMatrix[19] / 255.0f; 1823 1824 glUniformMatrix4fv(mCaches.program().getUniform("colorMatrix"), 1, 1825 GL_FALSE, colorMatrix); 1826 glUniform4fv(mCaches.program().getUniform("colorMatrixVector"), 1, colorVector); 1827 return; 1828 } 1829 1830 // it is an error if we ever get here 1831} 1832 1833void OpenGLRenderer::setupDrawTextGammaUniforms() { 1834 mCaches.fontRenderer->setupProgram(mDescription, mCaches.program()); 1835} 1836 1837void OpenGLRenderer::setupDrawSimpleMesh() { 1838 bool force = mRenderState.meshState().bindMeshBuffer(); 1839 mRenderState.meshState().bindPositionVertexPointer(force, nullptr); 1840 mRenderState.meshState().unbindIndicesBuffer(); 1841} 1842 1843void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1844 if (texture) mCaches.textureState().bindTexture(texture); 1845 mTextureUnit++; 1846 mRenderState.meshState().enableTexCoordsVertexArray(); 1847} 1848 1849void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1850 mCaches.textureState().bindTexture(GL_TEXTURE_EXTERNAL_OES, texture); 1851 mTextureUnit++; 1852 mRenderState.meshState().enableTexCoordsVertexArray(); 1853} 1854 1855void OpenGLRenderer::setupDrawTextureTransform() { 1856 mDescription.hasTextureTransform = true; 1857} 1858 1859void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1860 glUniformMatrix4fv(mCaches.program().getUniform("mainTextureTransform"), 1, 1861 GL_FALSE, &transform.data[0]); 1862} 1863 1864void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1865 const GLvoid* texCoords, GLuint vbo) { 1866 bool force = false; 1867 if (!vertices || vbo) { 1868 force = mRenderState.meshState().bindMeshBuffer(vbo); 1869 } else { 1870 force = mRenderState.meshState().unbindMeshBuffer(); 1871 } 1872 1873 mRenderState.meshState().bindPositionVertexPointer(force, vertices); 1874 if (mCaches.program().texCoords >= 0) { 1875 mRenderState.meshState().bindTexCoordsVertexPointer(force, texCoords); 1876 } 1877 1878 mRenderState.meshState().unbindIndicesBuffer(); 1879} 1880 1881void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1882 const GLvoid* texCoords, const GLvoid* colors) { 1883 bool force = mRenderState.meshState().unbindMeshBuffer(); 1884 GLsizei stride = sizeof(ColorTextureVertex); 1885 1886 mRenderState.meshState().bindPositionVertexPointer(force, vertices, stride); 1887 if (mCaches.program().texCoords >= 0) { 1888 mRenderState.meshState().bindTexCoordsVertexPointer(force, texCoords, stride); 1889 } 1890 int slot = mCaches.program().getAttrib("colors"); 1891 if (slot >= 0) { 1892 glEnableVertexAttribArray(slot); 1893 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1894 } 1895 1896 mRenderState.meshState().unbindIndicesBuffer(); 1897} 1898 1899void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices, 1900 const GLvoid* texCoords, GLuint vbo) { 1901 bool force = false; 1902 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1903 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1904 // use the default VBO found in RenderState 1905 if (!vertices || vbo) { 1906 force = mRenderState.meshState().bindMeshBuffer(vbo); 1907 } else { 1908 force = mRenderState.meshState().unbindMeshBuffer(); 1909 } 1910 mRenderState.meshState().bindQuadIndicesBuffer(); 1911 1912 mRenderState.meshState().bindPositionVertexPointer(force, vertices); 1913 if (mCaches.program().texCoords >= 0) { 1914 mRenderState.meshState().bindTexCoordsVertexPointer(force, texCoords); 1915 } 1916} 1917 1918void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 1919 bool force = mRenderState.meshState().unbindMeshBuffer(); 1920 mRenderState.meshState().bindQuadIndicesBuffer(); 1921 mRenderState.meshState().bindPositionVertexPointer(force, vertices, kVertexStride); 1922} 1923 1924/////////////////////////////////////////////////////////////////////////////// 1925// Drawing 1926/////////////////////////////////////////////////////////////////////////////// 1927 1928void OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) { 1929 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1930 // will be performed by the display list itself 1931 if (renderNode && renderNode->isRenderable()) { 1932 // compute 3d ordering 1933 renderNode->computeOrdering(); 1934 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1935 startFrame(); 1936 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1937 renderNode->replay(replayStruct, 0); 1938 return; 1939 } 1940 1941 // Don't avoid overdraw when visualizing, since that makes it harder to 1942 // debug where it's coming from, and when the problem occurs. 1943 bool avoidOverdraw = !mCaches.debugOverdraw; 1944 DeferredDisplayList deferredList(mState.currentClipRect(), avoidOverdraw); 1945 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1946 renderNode->defer(deferStruct, 0); 1947 1948 flushLayers(); 1949 startFrame(); 1950 1951 deferredList.flush(*this, dirty); 1952 } else { 1953 // Even if there is no drawing command(Ex: invisible), 1954 // it still needs startFrame to clear buffer and start tiling. 1955 startFrame(); 1956 } 1957} 1958 1959void OpenGLRenderer::drawAlphaBitmap(Texture* texture, float left, float top, 1960 const SkPaint* paint) { 1961 float x = left; 1962 float y = top; 1963 1964 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1965 1966 bool ignoreTransform = false; 1967 if (currentTransform()->isPureTranslate()) { 1968 x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 1969 y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 1970 ignoreTransform = true; 1971 1972 texture->setFilter(GL_NEAREST, true); 1973 } else { 1974 texture->setFilter(getFilter(paint), true); 1975 } 1976 1977 // No need to check for a UV mapper on the texture object, only ARGB_8888 1978 // bitmaps get packed in the atlas 1979 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 1980 paint, (GLvoid*) nullptr, (GLvoid*) kMeshTextureOffset, 1981 GL_TRIANGLE_STRIP, kMeshCount, ignoreTransform); 1982} 1983 1984/** 1985 * Important note: this method is intended to draw batches of bitmaps and 1986 * will not set the scissor enable or dirty the current layer, if any. 1987 * The caller is responsible for properly dirtying the current layer. 1988 */ 1989void OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 1990 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 1991 const Rect& bounds, const SkPaint* paint) { 1992 mCaches.textureState().activateTexture(0); 1993 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 1994 if (!texture) return; 1995 1996 const AutoTexture autoCleanup(texture); 1997 1998 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1999 texture->setFilter(pureTranslate ? GL_NEAREST : getFilter(paint), true); 2000 2001 const float x = (int) floorf(bounds.left + 0.5f); 2002 const float y = (int) floorf(bounds.top + 0.5f); 2003 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2004 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2005 texture->id, paint, &vertices[0].x, &vertices[0].u, 2006 GL_TRIANGLES, bitmapCount * 6, true, 2007 kModelViewMode_Translate, false); 2008 } else { 2009 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2010 texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u, 2011 GL_TRIANGLES, bitmapCount * 6, false, true, 0, 2012 kModelViewMode_Translate, false); 2013 } 2014 2015 mDirty = true; 2016} 2017 2018void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) { 2019 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 2020 return; 2021 } 2022 2023 mCaches.textureState().activateTexture(0); 2024 Texture* texture = getTexture(bitmap); 2025 if (!texture) return; 2026 const AutoTexture autoCleanup(texture); 2027 2028 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2029 drawAlphaBitmap(texture, 0, 0, paint); 2030 } else { 2031 drawTextureRect(0, 0, bitmap->width(), bitmap->height(), texture, paint); 2032 } 2033 2034 mDirty = true; 2035} 2036 2037void OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 2038 const float* vertices, const int* colors, const SkPaint* paint) { 2039 if (!vertices || mState.currentlyIgnored()) { 2040 return; 2041 } 2042 2043 // TODO: use quickReject on bounds from vertices 2044 mRenderState.scissor().setEnabled(true); 2045 2046 float left = FLT_MAX; 2047 float top = FLT_MAX; 2048 float right = FLT_MIN; 2049 float bottom = FLT_MIN; 2050 2051 const uint32_t count = meshWidth * meshHeight * 6; 2052 2053 std::unique_ptr<ColorTextureVertex[]> mesh(new ColorTextureVertex[count]); 2054 ColorTextureVertex* vertex = &mesh[0]; 2055 2056 std::unique_ptr<int[]> tempColors; 2057 if (!colors) { 2058 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2059 tempColors.reset(new int[colorsCount]); 2060 memset(tempColors.get(), 0xff, colorsCount * sizeof(int)); 2061 colors = tempColors.get(); 2062 } 2063 2064 mCaches.textureState().activateTexture(0); 2065 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap); 2066 const UvMapper& mapper(getMapper(texture)); 2067 2068 for (int32_t y = 0; y < meshHeight; y++) { 2069 for (int32_t x = 0; x < meshWidth; x++) { 2070 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2071 2072 float u1 = float(x) / meshWidth; 2073 float u2 = float(x + 1) / meshWidth; 2074 float v1 = float(y) / meshHeight; 2075 float v2 = float(y + 1) / meshHeight; 2076 2077 mapper.map(u1, v1, u2, v2); 2078 2079 int ax = i + (meshWidth + 1) * 2; 2080 int ay = ax + 1; 2081 int bx = i; 2082 int by = bx + 1; 2083 int cx = i + 2; 2084 int cy = cx + 1; 2085 int dx = i + (meshWidth + 1) * 2 + 2; 2086 int dy = dx + 1; 2087 2088 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2089 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2090 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2091 2092 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2093 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2094 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2095 2096 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2097 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2098 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2099 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2100 } 2101 } 2102 2103 if (quickRejectSetupScissor(left, top, right, bottom)) { 2104 return; 2105 } 2106 2107 if (!texture) { 2108 texture = mCaches.textureCache.get(bitmap); 2109 if (!texture) { 2110 return; 2111 } 2112 } 2113 const AutoTexture autoCleanup(texture); 2114 2115 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2116 texture->setFilter(getFilter(paint), true); 2117 2118 int alpha; 2119 SkXfermode::Mode mode; 2120 getAlphaAndMode(paint, &alpha, &mode); 2121 2122 float a = alpha / 255.0f; 2123 2124 if (hasLayer()) { 2125 dirtyLayer(left, top, right, bottom, *currentTransform()); 2126 } 2127 2128 setupDraw(); 2129 setupDrawWithTextureAndColor(); 2130 setupDrawColor(a, a, a, a); 2131 setupDrawColorFilter(getColorFilter(paint)); 2132 setupDrawBlending(paint, true); 2133 setupDrawProgram(); 2134 setupDrawDirtyRegionsDisabled(); 2135 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 0.0f, 0.0f, 1.0f, 1.0f); 2136 setupDrawTexture(texture->id); 2137 setupDrawPureColorUniforms(); 2138 setupDrawColorFilterUniforms(getColorFilter(paint)); 2139 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r); 2140 2141 glDrawArrays(GL_TRIANGLES, 0, count); 2142 2143 int slot = mCaches.program().getAttrib("colors"); 2144 if (slot >= 0) { 2145 glDisableVertexAttribArray(slot); 2146 } 2147 2148 mDirty = true; 2149} 2150 2151void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, 2152 float srcLeft, float srcTop, float srcRight, float srcBottom, 2153 float dstLeft, float dstTop, float dstRight, float dstBottom, 2154 const SkPaint* paint) { 2155 if (quickRejectSetupScissor(dstLeft, dstTop, dstRight, dstBottom)) { 2156 return; 2157 } 2158 2159 mCaches.textureState().activateTexture(0); 2160 Texture* texture = getTexture(bitmap); 2161 if (!texture) return; 2162 const AutoTexture autoCleanup(texture); 2163 2164 const float width = texture->width; 2165 const float height = texture->height; 2166 2167 float u1 = fmax(0.0f, srcLeft / width); 2168 float v1 = fmax(0.0f, srcTop / height); 2169 float u2 = fmin(1.0f, srcRight / width); 2170 float v2 = fmin(1.0f, srcBottom / height); 2171 2172 getMapper(texture).map(u1, v1, u2, v2); 2173 2174 mRenderState.meshState().unbindMeshBuffer(); 2175 resetDrawTextureTexCoords(u1, v1, u2, v2); 2176 2177 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2178 2179 float scaleX = (dstRight - dstLeft) / (srcRight - srcLeft); 2180 float scaleY = (dstBottom - dstTop) / (srcBottom - srcTop); 2181 2182 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2183 // Apply a scale transform on the canvas only when a shader is in use 2184 // Skia handles the ratio between the dst and src rects as a scale factor 2185 // when a shader is set 2186 bool useScaleTransform = getShader(paint) && scaled; 2187 bool ignoreTransform = false; 2188 2189 if (CC_LIKELY(currentTransform()->isPureTranslate() && !useScaleTransform)) { 2190 float x = (int) floorf(dstLeft + currentTransform()->getTranslateX() + 0.5f); 2191 float y = (int) floorf(dstTop + currentTransform()->getTranslateY() + 0.5f); 2192 2193 dstRight = x + (dstRight - dstLeft); 2194 dstBottom = y + (dstBottom - dstTop); 2195 2196 dstLeft = x; 2197 dstTop = y; 2198 2199 texture->setFilter(scaled ? getFilter(paint) : GL_NEAREST, true); 2200 ignoreTransform = true; 2201 } else { 2202 texture->setFilter(getFilter(paint), true); 2203 } 2204 2205 if (CC_UNLIKELY(useScaleTransform)) { 2206 save(SkCanvas::kMatrix_SaveFlag); 2207 translate(dstLeft, dstTop); 2208 scale(scaleX, scaleY); 2209 2210 dstLeft = 0.0f; 2211 dstTop = 0.0f; 2212 2213 dstRight = srcRight - srcLeft; 2214 dstBottom = srcBottom - srcTop; 2215 } 2216 2217 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2218 drawAlpha8TextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2219 texture->id, paint, 2220 &mMeshVertices[0].x, &mMeshVertices[0].u, 2221 GL_TRIANGLE_STRIP, kMeshCount, ignoreTransform); 2222 } else { 2223 drawTextureMesh(dstLeft, dstTop, dstRight, dstBottom, 2224 texture->id, paint, texture->blend, 2225 &mMeshVertices[0].x, &mMeshVertices[0].u, 2226 GL_TRIANGLE_STRIP, kMeshCount, false, ignoreTransform); 2227 } 2228 2229 if (CC_UNLIKELY(useScaleTransform)) { 2230 restore(); 2231 } 2232 2233 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2234 2235 mDirty = true; 2236} 2237 2238void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch, 2239 float left, float top, float right, float bottom, const SkPaint* paint) { 2240 if (quickRejectSetupScissor(left, top, right, bottom)) { 2241 return; 2242 } 2243 2244 AssetAtlas::Entry* entry = mRenderState.assetAtlas().getEntry(bitmap); 2245 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2246 right - left, bottom - top, patch); 2247 2248 drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2249} 2250 2251void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 2252 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2253 const SkPaint* paint) { 2254 if (quickRejectSetupScissor(left, top, right, bottom)) { 2255 return; 2256 } 2257 2258 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2259 mCaches.textureState().activateTexture(0); 2260 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2261 if (!texture) return; 2262 const AutoTexture autoCleanup(texture); 2263 2264 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2265 texture->setFilter(GL_LINEAR, true); 2266 2267 const bool pureTranslate = currentTransform()->isPureTranslate(); 2268 // Mark the current layer dirty where we are going to draw the patch 2269 if (hasLayer() && mesh->hasEmptyQuads) { 2270 const float offsetX = left + currentTransform()->getTranslateX(); 2271 const float offsetY = top + currentTransform()->getTranslateY(); 2272 const size_t count = mesh->quads.size(); 2273 for (size_t i = 0; i < count; i++) { 2274 const Rect& bounds = mesh->quads.itemAt(i); 2275 if (CC_LIKELY(pureTranslate)) { 2276 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2277 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2278 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2279 } else { 2280 dirtyLayer(left + bounds.left, top + bounds.top, 2281 left + bounds.right, top + bounds.bottom, *currentTransform()); 2282 } 2283 } 2284 } 2285 2286 bool ignoreTransform = false; 2287 if (CC_LIKELY(pureTranslate)) { 2288 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 2289 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 2290 2291 right = x + right - left; 2292 bottom = y + bottom - top; 2293 left = x; 2294 top = y; 2295 ignoreTransform = true; 2296 } 2297 drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint, 2298 texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2299 GL_TRIANGLES, mesh->indexCount, false, ignoreTransform, 2300 mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads); 2301 } 2302 2303 mDirty = true; 2304} 2305 2306/** 2307 * Important note: this method is intended to draw batches of 9-patch objects and 2308 * will not set the scissor enable or dirty the current layer, if any. 2309 * The caller is responsible for properly dirtying the current layer. 2310 */ 2311void OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2312 TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) { 2313 mCaches.textureState().activateTexture(0); 2314 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2315 if (!texture) return; 2316 const AutoTexture autoCleanup(texture); 2317 2318 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2319 texture->setFilter(GL_LINEAR, true); 2320 2321 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint, 2322 texture->blend, &vertices[0].x, &vertices[0].u, 2323 GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false); 2324 2325 mDirty = true; 2326} 2327 2328void OpenGLRenderer::drawVertexBuffer(float translateX, float translateY, 2329 const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) { 2330 // not missing call to quickReject/dirtyLayer, always done at a higher level 2331 if (!vertexBuffer.getVertexCount()) { 2332 // no vertices to draw 2333 return; 2334 } 2335 2336 Rect bounds(vertexBuffer.getBounds()); 2337 bounds.translate(translateX, translateY); 2338 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2339 2340 int color = paint->getColor(); 2341 bool isAA = paint->isAntiAlias(); 2342 2343 setupDraw(); 2344 setupDrawNoTexture(); 2345 if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp)); 2346 setupDrawColor(color, ((color >> 24) & 0xFF) * writableSnapshot()->alpha); 2347 setupDrawColorFilter(getColorFilter(paint)); 2348 setupDrawShader(getShader(paint)); 2349 setupDrawBlending(paint, isAA); 2350 setupDrawProgram(); 2351 setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset), 2352 translateX, translateY, 0, 0); 2353 setupDrawColorUniforms(getShader(paint)); 2354 setupDrawColorFilterUniforms(getColorFilter(paint)); 2355 setupDrawShaderUniforms(getShader(paint)); 2356 2357 const void* vertices = vertexBuffer.getBuffer(); 2358 mRenderState.meshState().unbindMeshBuffer(); 2359 mRenderState.meshState().bindPositionVertexPointer(true, vertices, 2360 isAA ? kAlphaVertexStride : kVertexStride); 2361 mRenderState.meshState().resetTexCoordsVertexPointer(); 2362 2363 int alphaSlot = -1; 2364 if (isAA) { 2365 void* alphaCoords = ((GLbyte*) vertices) + kVertexAlphaOffset; 2366 alphaSlot = mCaches.program().getAttrib("vtxAlpha"); 2367 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2368 glEnableVertexAttribArray(alphaSlot); 2369 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, kAlphaVertexStride, alphaCoords); 2370 } 2371 2372 const VertexBuffer::Mode mode = vertexBuffer.getMode(); 2373 if (mode == VertexBuffer::kStandard) { 2374 mRenderState.meshState().unbindIndicesBuffer(); 2375 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2376 } else if (mode == VertexBuffer::kOnePolyRingShadow) { 2377 mRenderState.meshState().bindShadowIndicesBuffer(); 2378 glDrawElements(GL_TRIANGLE_STRIP, ONE_POLY_RING_SHADOW_INDEX_COUNT, 2379 GL_UNSIGNED_SHORT, nullptr); 2380 } else if (mode == VertexBuffer::kTwoPolyRingShadow) { 2381 mRenderState.meshState().bindShadowIndicesBuffer(); 2382 glDrawElements(GL_TRIANGLE_STRIP, TWO_POLY_RING_SHADOW_INDEX_COUNT, 2383 GL_UNSIGNED_SHORT, nullptr); 2384 } else if (mode == VertexBuffer::kIndices) { 2385 mRenderState.meshState().unbindIndicesBuffer(); 2386 glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), 2387 GL_UNSIGNED_SHORT, vertexBuffer.getIndices()); 2388 } 2389 2390 if (isAA) { 2391 glDisableVertexAttribArray(alphaSlot); 2392 } 2393 2394 mDirty = true; 2395} 2396 2397/** 2398 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2399 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2400 * screen space in all directions. However, instead of using a fragment shader to compute the 2401 * translucency of the color from its position, we simply use a varying parameter to define how far 2402 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2403 * 2404 * Doesn't yet support joins, caps, or path effects. 2405 */ 2406void OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 2407 VertexBuffer vertexBuffer; 2408 // TODO: try clipping large paths to viewport 2409 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 2410 drawVertexBuffer(vertexBuffer, paint); 2411} 2412 2413/** 2414 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2415 * and additional geometry for defining an alpha slope perimeter. 2416 * 2417 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2418 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2419 * in-shader alpha region, but found it to be taxing on some GPUs. 2420 * 2421 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2422 * memory transfer by removing need for degenerate vertices. 2423 */ 2424void OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 2425 if (mState.currentlyIgnored() || count < 4) return; 2426 2427 count &= ~0x3; // round down to nearest four 2428 2429 VertexBuffer buffer; 2430 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer); 2431 const Rect& bounds = buffer.getBounds(); 2432 2433 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2434 return; 2435 } 2436 2437 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2438 drawVertexBuffer(buffer, paint, displayFlags); 2439} 2440 2441void OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 2442 if (mState.currentlyIgnored() || count < 2) return; 2443 2444 count &= ~0x1; // round down to nearest two 2445 2446 VertexBuffer buffer; 2447 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer); 2448 2449 const Rect& bounds = buffer.getBounds(); 2450 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2451 return; 2452 } 2453 2454 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2455 drawVertexBuffer(buffer, paint, displayFlags); 2456 2457 mDirty = true; 2458} 2459 2460void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2461 // No need to check against the clip, we fill the clip region 2462 if (mState.currentlyIgnored()) return; 2463 2464 Rect clip(mState.currentClipRect()); 2465 clip.snapToPixelBoundaries(); 2466 2467 SkPaint paint; 2468 paint.setColor(color); 2469 paint.setXfermodeMode(mode); 2470 2471 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 2472 2473 mDirty = true; 2474} 2475 2476void OpenGLRenderer::drawShape(float left, float top, const PathTexture* texture, 2477 const SkPaint* paint) { 2478 if (!texture) return; 2479 const AutoTexture autoCleanup(texture); 2480 2481 const float x = left + texture->left - texture->offset; 2482 const float y = top + texture->top - texture->offset; 2483 2484 drawPathTexture(texture, x, y, paint); 2485 2486 mDirty = true; 2487} 2488 2489void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2490 float rx, float ry, const SkPaint* p) { 2491 if (mState.currentlyIgnored() 2492 || quickRejectSetupScissor(left, top, right, bottom, p) 2493 || PaintUtils::paintWillNotDraw(*p)) { 2494 return; 2495 } 2496 2497 if (p->getPathEffect() != nullptr) { 2498 mCaches.textureState().activateTexture(0); 2499 const PathTexture* texture = mCaches.pathCache.getRoundRect( 2500 right - left, bottom - top, rx, ry, p); 2501 drawShape(left, top, texture, p); 2502 } else { 2503 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect( 2504 *currentTransform(), *p, right - left, bottom - top, rx, ry); 2505 drawVertexBuffer(left, top, *vertexBuffer, p); 2506 } 2507} 2508 2509void OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 2510 if (mState.currentlyIgnored() 2511 || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p) 2512 || PaintUtils::paintWillNotDraw(*p)) { 2513 return; 2514 } 2515 if (p->getPathEffect() != nullptr) { 2516 mCaches.textureState().activateTexture(0); 2517 const PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2518 drawShape(x - radius, y - radius, texture, p); 2519 } else { 2520 SkPath path; 2521 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2522 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2523 } else { 2524 path.addCircle(x, y, radius); 2525 } 2526 drawConvexPath(path, p); 2527 } 2528} 2529 2530void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2531 const SkPaint* p) { 2532 if (mState.currentlyIgnored() 2533 || quickRejectSetupScissor(left, top, right, bottom, p) 2534 || PaintUtils::paintWillNotDraw(*p)) { 2535 return; 2536 } 2537 2538 if (p->getPathEffect() != nullptr) { 2539 mCaches.textureState().activateTexture(0); 2540 const PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2541 drawShape(left, top, texture, p); 2542 } else { 2543 SkPath path; 2544 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2545 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2546 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2547 } 2548 path.addOval(rect); 2549 drawConvexPath(path, p); 2550 } 2551} 2552 2553void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2554 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 2555 if (mState.currentlyIgnored() 2556 || quickRejectSetupScissor(left, top, right, bottom, p) 2557 || PaintUtils::paintWillNotDraw(*p)) { 2558 return; 2559 } 2560 2561 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2562 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != nullptr || useCenter) { 2563 mCaches.textureState().activateTexture(0); 2564 const PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2565 startAngle, sweepAngle, useCenter, p); 2566 drawShape(left, top, texture, p); 2567 return; 2568 } 2569 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2570 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2571 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2572 } 2573 2574 SkPath path; 2575 if (useCenter) { 2576 path.moveTo(rect.centerX(), rect.centerY()); 2577 } 2578 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2579 if (useCenter) { 2580 path.close(); 2581 } 2582 drawConvexPath(path, p); 2583} 2584 2585// See SkPaintDefaults.h 2586#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2587 2588void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 2589 const SkPaint* p) { 2590 if (mState.currentlyIgnored() 2591 || quickRejectSetupScissor(left, top, right, bottom, p) 2592 || PaintUtils::paintWillNotDraw(*p)) { 2593 return; 2594 } 2595 2596 if (p->getStyle() != SkPaint::kFill_Style) { 2597 // only fill style is supported by drawConvexPath, since others have to handle joins 2598 if (p->getPathEffect() != nullptr || p->getStrokeJoin() != SkPaint::kMiter_Join || 2599 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2600 mCaches.textureState().activateTexture(0); 2601 const PathTexture* texture = 2602 mCaches.pathCache.getRect(right - left, bottom - top, p); 2603 drawShape(left, top, texture, p); 2604 } else { 2605 SkPath path; 2606 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2607 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2608 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2609 } 2610 path.addRect(rect); 2611 drawConvexPath(path, p); 2612 } 2613 } else { 2614 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 2615 SkPath path; 2616 path.addRect(left, top, right, bottom); 2617 drawConvexPath(path, p); 2618 } else { 2619 drawColorRect(left, top, right, bottom, p); 2620 2621 mDirty = true; 2622 } 2623 } 2624} 2625 2626void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 2627 int bytesCount, int count, const float* positions, 2628 FontRenderer& fontRenderer, int alpha, float x, float y) { 2629 mCaches.textureState().activateTexture(0); 2630 2631 TextShadow textShadow; 2632 if (!getTextShadow(paint, &textShadow)) { 2633 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 2634 } 2635 2636 // NOTE: The drop shadow will not perform gamma correction 2637 // if shader-based correction is enabled 2638 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2639 const ShadowTexture* shadow = mCaches.dropShadowCache.get( 2640 paint, text, bytesCount, count, textShadow.radius, positions); 2641 // If the drop shadow exceeds the max texture size or couldn't be 2642 // allocated, skip drawing 2643 if (!shadow) return; 2644 const AutoTexture autoCleanup(shadow); 2645 2646 const float sx = x - shadow->left + textShadow.dx; 2647 const float sy = y - shadow->top + textShadow.dy; 2648 2649 const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * writableSnapshot()->alpha; 2650 if (getShader(paint)) { 2651 textShadow.color = SK_ColorWHITE; 2652 } 2653 2654 setupDraw(); 2655 setupDrawWithTexture(true); 2656 setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha); 2657 setupDrawColorFilter(getColorFilter(paint)); 2658 setupDrawShader(getShader(paint)); 2659 setupDrawBlending(paint, true); 2660 setupDrawProgram(); 2661 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 2662 sx, sy, sx + shadow->width, sy + shadow->height); 2663 setupDrawTexture(shadow->id); 2664 setupDrawPureColorUniforms(); 2665 setupDrawColorFilterUniforms(getColorFilter(paint)); 2666 setupDrawShaderUniforms(getShader(paint)); 2667 setupDrawMesh(nullptr, (GLvoid*) kMeshTextureOffset); 2668 2669 glDrawArrays(GL_TRIANGLE_STRIP, 0, kMeshCount); 2670} 2671 2672bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2673 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * currentSnapshot()->alpha; 2674 return MathUtils::isZero(alpha) 2675 && PaintUtils::getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2676} 2677 2678void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2679 const float* positions, const SkPaint* paint) { 2680 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 2681 return; 2682 } 2683 2684 // NOTE: Skia does not support perspective transform on drawPosText yet 2685 if (!currentTransform()->isSimple()) { 2686 return; 2687 } 2688 2689 mRenderState.scissor().setEnabled(true); 2690 2691 float x = 0.0f; 2692 float y = 0.0f; 2693 const bool pureTranslate = currentTransform()->isPureTranslate(); 2694 if (pureTranslate) { 2695 x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2696 y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2697 } 2698 2699 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2700 fontRenderer.setFont(paint, SkMatrix::I()); 2701 2702 int alpha; 2703 SkXfermode::Mode mode; 2704 getAlphaAndMode(paint, &alpha, &mode); 2705 2706 if (CC_UNLIKELY(hasTextShadow(paint))) { 2707 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2708 alpha, 0.0f, 0.0f); 2709 } 2710 2711 // Pick the appropriate texture filtering 2712 bool linearFilter = currentTransform()->changesBounds(); 2713 if (pureTranslate && !linearFilter) { 2714 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2715 } 2716 fontRenderer.setTextureFiltering(linearFilter); 2717 2718 const Rect& clip(pureTranslate ? writableSnapshot()->getClipRect() : writableSnapshot()->getLocalClip()); 2719 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2720 2721 const bool hasActiveLayer = hasLayer(); 2722 2723 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2724 if (fontRenderer.renderPosText(paint, &clip, text, 0, bytesCount, count, x, y, 2725 positions, hasActiveLayer ? &bounds : nullptr, &functor)) { 2726 if (hasActiveLayer) { 2727 if (!pureTranslate) { 2728 currentTransform()->mapRect(bounds); 2729 } 2730 dirtyLayerUnchecked(bounds, getRegion()); 2731 } 2732 } 2733 2734 mDirty = true; 2735} 2736 2737bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const { 2738 if (CC_LIKELY(transform.isPureTranslate())) { 2739 outMatrix->setIdentity(); 2740 return false; 2741 } else if (CC_UNLIKELY(transform.isPerspective())) { 2742 outMatrix->setIdentity(); 2743 return true; 2744 } 2745 2746 /** 2747 * Input is a non-perspective, scaling transform. Generate a scale-only transform, 2748 * with values rounded to the nearest int. 2749 */ 2750 float sx, sy; 2751 transform.decomposeScale(sx, sy); 2752 outMatrix->setScale( 2753 roundf(fmaxf(1.0f, sx)), 2754 roundf(fmaxf(1.0f, sy))); 2755 return true; 2756} 2757 2758int OpenGLRenderer::getSaveCount() const { 2759 return mState.getSaveCount(); 2760} 2761 2762int OpenGLRenderer::save(int flags) { 2763 return mState.save(flags); 2764} 2765 2766void OpenGLRenderer::restore() { 2767 return mState.restore(); 2768} 2769 2770void OpenGLRenderer::restoreToCount(int saveCount) { 2771 return mState.restoreToCount(saveCount); 2772} 2773 2774void OpenGLRenderer::translate(float dx, float dy, float dz) { 2775 return mState.translate(dx, dy, dz); 2776} 2777 2778void OpenGLRenderer::rotate(float degrees) { 2779 return mState.rotate(degrees); 2780} 2781 2782void OpenGLRenderer::scale(float sx, float sy) { 2783 return mState.scale(sx, sy); 2784} 2785 2786void OpenGLRenderer::skew(float sx, float sy) { 2787 return mState.skew(sx, sy); 2788} 2789 2790void OpenGLRenderer::setMatrix(const Matrix4& matrix) { 2791 mState.setMatrix(matrix); 2792} 2793 2794void OpenGLRenderer::concatMatrix(const Matrix4& matrix) { 2795 mState.concatMatrix(matrix); 2796} 2797 2798bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 2799 return mState.clipRect(left, top, right, bottom, op); 2800} 2801 2802bool OpenGLRenderer::clipPath(const SkPath* path, SkRegion::Op op) { 2803 return mState.clipPath(path, op); 2804} 2805 2806bool OpenGLRenderer::clipRegion(const SkRegion* region, SkRegion::Op op) { 2807 return mState.clipRegion(region, op); 2808} 2809 2810void OpenGLRenderer::setClippingOutline(LinearAllocator& allocator, const Outline* outline) { 2811 mState.setClippingOutline(allocator, outline); 2812} 2813 2814void OpenGLRenderer::setClippingRoundRect(LinearAllocator& allocator, 2815 const Rect& rect, float radius, bool highPriority) { 2816 mState.setClippingRoundRect(allocator, rect, radius, highPriority); 2817} 2818 2819void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2820 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2821 DrawOpMode drawOpMode) { 2822 2823 if (drawOpMode == kDrawOpMode_Immediate) { 2824 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2825 // drawing as ops from DeferredDisplayList are already filtered for these 2826 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint) || 2827 quickRejectSetupScissor(bounds)) { 2828 return; 2829 } 2830 } 2831 2832 const float oldX = x; 2833 const float oldY = y; 2834 2835 const mat4& transform = *currentTransform(); 2836 const bool pureTranslate = transform.isPureTranslate(); 2837 2838 if (CC_LIKELY(pureTranslate)) { 2839 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2840 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2841 } 2842 2843 int alpha; 2844 SkXfermode::Mode mode; 2845 getAlphaAndMode(paint, &alpha, &mode); 2846 2847 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2848 2849 if (CC_UNLIKELY(hasTextShadow(paint))) { 2850 fontRenderer.setFont(paint, SkMatrix::I()); 2851 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2852 alpha, oldX, oldY); 2853 } 2854 2855 const bool hasActiveLayer = hasLayer(); 2856 2857 // We only pass a partial transform to the font renderer. That partial 2858 // matrix defines how glyphs are rasterized. Typically we want glyphs 2859 // to be rasterized at their final size on screen, which means the partial 2860 // matrix needs to take the scale factor into account. 2861 // When a partial matrix is used to transform glyphs during rasterization, 2862 // the mesh is generated with the inverse transform (in the case of scale, 2863 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2864 // apply the full transform matrix at draw time in the vertex shader. 2865 // Applying the full matrix in the shader is the easiest way to handle 2866 // rotation and perspective and allows us to always generated quads in the 2867 // font renderer which greatly simplifies the code, clipping in particular. 2868 SkMatrix fontTransform; 2869 bool linearFilter = findBestFontTransform(transform, &fontTransform) 2870 || fabs(y - (int) y) > 0.0f 2871 || fabs(x - (int) x) > 0.0f; 2872 fontRenderer.setFont(paint, fontTransform); 2873 fontRenderer.setTextureFiltering(linearFilter); 2874 2875 // TODO: Implement better clipping for scaled/rotated text 2876 const Rect* clip = !pureTranslate ? nullptr : &mState.currentClipRect(); 2877 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2878 2879 bool status; 2880 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2881 2882 // don't call issuedrawcommand, do it at end of batch 2883 bool forceFinish = (drawOpMode != kDrawOpMode_Defer); 2884 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2885 SkPaint paintCopy(*paint); 2886 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2887 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2888 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 2889 } else { 2890 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2891 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 2892 } 2893 2894 if ((status || drawOpMode != kDrawOpMode_Immediate) && hasActiveLayer) { 2895 if (!pureTranslate) { 2896 transform.mapRect(layerBounds); 2897 } 2898 dirtyLayerUnchecked(layerBounds, getRegion()); 2899 } 2900 2901 drawTextDecorations(totalAdvance, oldX, oldY, paint); 2902 2903 mDirty = true; 2904} 2905 2906void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 2907 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 2908 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 2909 return; 2910 } 2911 2912 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2913 mRenderState.scissor().setEnabled(true); 2914 2915 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2916 fontRenderer.setFont(paint, SkMatrix::I()); 2917 fontRenderer.setTextureFiltering(true); 2918 2919 int alpha; 2920 SkXfermode::Mode mode; 2921 getAlphaAndMode(paint, &alpha, &mode); 2922 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 2923 2924 const Rect* clip = &writableSnapshot()->getLocalClip(); 2925 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2926 2927 const bool hasActiveLayer = hasLayer(); 2928 2929 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2930 hOffset, vOffset, hasActiveLayer ? &bounds : nullptr, &functor)) { 2931 if (hasActiveLayer) { 2932 currentTransform()->mapRect(bounds); 2933 dirtyLayerUnchecked(bounds, getRegion()); 2934 } 2935 } 2936 2937 mDirty = true; 2938} 2939 2940void OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 2941 if (mState.currentlyIgnored()) return; 2942 2943 mCaches.textureState().activateTexture(0); 2944 2945 const PathTexture* texture = mCaches.pathCache.get(path, paint); 2946 if (!texture) return; 2947 const AutoTexture autoCleanup(texture); 2948 2949 const float x = texture->left - texture->offset; 2950 const float y = texture->top - texture->offset; 2951 2952 drawPathTexture(texture, x, y, paint); 2953 mDirty = true; 2954} 2955 2956void OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 2957 if (!layer) { 2958 return; 2959 } 2960 2961 mat4* transform = nullptr; 2962 if (layer->isTextureLayer()) { 2963 transform = &layer->getTransform(); 2964 if (!transform->isIdentity()) { 2965 save(SkCanvas::kMatrix_SaveFlag); 2966 concatMatrix(*transform); 2967 } 2968 } 2969 2970 bool clipRequired = false; 2971 const bool rejected = mState.calculateQuickRejectForScissor( 2972 x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 2973 &clipRequired, nullptr, false); 2974 2975 if (rejected) { 2976 if (transform && !transform->isIdentity()) { 2977 restore(); 2978 } 2979 return; 2980 } 2981 2982 EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y, 2983 x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired); 2984 2985 updateLayer(layer, true); 2986 2987 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 2988 mCaches.textureState().activateTexture(0); 2989 2990 if (CC_LIKELY(!layer->region.isEmpty())) { 2991 if (layer->region.isRect()) { 2992 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 2993 composeLayerRect(layer, layer->regionRect)); 2994 } else if (layer->mesh) { 2995 2996 const float a = getLayerAlpha(layer); 2997 setupDraw(); 2998 setupDrawWithTexture(); 2999 setupDrawColor(a, a, a, a); 3000 setupDrawColorFilter(layer->getColorFilter()); 3001 setupDrawBlending(layer); 3002 setupDrawProgram(); 3003 setupDrawPureColorUniforms(); 3004 setupDrawColorFilterUniforms(layer->getColorFilter()); 3005 setupDrawTexture(layer->getTexture()); 3006 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3007 int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 3008 int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 3009 3010 layer->setFilter(GL_NEAREST); 3011 setupDrawModelView(kModelViewMode_Translate, false, tx, ty, 3012 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 3013 } else { 3014 layer->setFilter(GL_LINEAR); 3015 setupDrawModelView(kModelViewMode_Translate, false, x, y, 3016 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 3017 } 3018 3019 TextureVertex* mesh = &layer->mesh[0]; 3020 GLsizei elementsCount = layer->meshElementCount; 3021 3022 while (elementsCount > 0) { 3023 GLsizei drawCount = min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6); 3024 3025 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 3026 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3027 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, nullptr)); 3028 3029 elementsCount -= drawCount; 3030 // Though there are 4 vertices in a quad, we use 6 indices per 3031 // quad to draw with GL_TRIANGLES 3032 mesh += (drawCount / 6) * 4; 3033 } 3034 3035#if DEBUG_LAYERS_AS_REGIONS 3036 drawRegionRectsDebug(layer->region); 3037#endif 3038 } 3039 3040 if (layer->debugDrawUpdate) { 3041 layer->debugDrawUpdate = false; 3042 3043 SkPaint paint; 3044 paint.setColor(0x7f00ff00); 3045 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint); 3046 } 3047 } 3048 layer->hasDrawnSinceUpdate = true; 3049 3050 if (transform && !transform->isIdentity()) { 3051 restore(); 3052 } 3053 3054 mDirty = true; 3055} 3056 3057/////////////////////////////////////////////////////////////////////////////// 3058// Draw filters 3059/////////////////////////////////////////////////////////////////////////////// 3060void OpenGLRenderer::setDrawFilter(SkDrawFilter* filter) { 3061 // We should never get here since we apply the draw filter when stashing 3062 // the paints in the DisplayList. 3063 LOG_ALWAYS_FATAL("OpenGLRenderer does not directly support DrawFilters"); 3064} 3065 3066/////////////////////////////////////////////////////////////////////////////// 3067// Drawing implementation 3068/////////////////////////////////////////////////////////////////////////////// 3069 3070Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 3071 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap); 3072 if (!texture) { 3073 return mCaches.textureCache.get(bitmap); 3074 } 3075 return texture; 3076} 3077 3078void OpenGLRenderer::drawPathTexture(const PathTexture* texture, 3079 float x, float y, const SkPaint* paint) { 3080 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) { 3081 return; 3082 } 3083 3084 int alpha; 3085 SkXfermode::Mode mode; 3086 getAlphaAndMode(paint, &alpha, &mode); 3087 3088 setupDraw(); 3089 setupDrawWithTexture(true); 3090 setupDrawAlpha8Color(paint->getColor(), alpha); 3091 setupDrawColorFilter(getColorFilter(paint)); 3092 setupDrawShader(getShader(paint)); 3093 setupDrawBlending(paint, true); 3094 setupDrawProgram(); 3095 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3096 x, y, x + texture->width, y + texture->height); 3097 setupDrawTexture(texture->id); 3098 setupDrawPureColorUniforms(); 3099 setupDrawColorFilterUniforms(getColorFilter(paint)); 3100 setupDrawShaderUniforms(getShader(paint)); 3101 setupDrawMesh(nullptr, (GLvoid*) kMeshTextureOffset); 3102 3103 glDrawArrays(GL_TRIANGLE_STRIP, 0, kMeshCount); 3104} 3105 3106// Same values used by Skia 3107#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3108#define kStdUnderline_Offset (1.0f / 9.0f) 3109#define kStdUnderline_Thickness (1.0f / 18.0f) 3110 3111void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, 3112 const SkPaint* paint) { 3113 // Handle underline and strike-through 3114 uint32_t flags = paint->getFlags(); 3115 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3116 SkPaint paintCopy(*paint); 3117 3118 if (CC_LIKELY(underlineWidth > 0.0f)) { 3119 const float textSize = paintCopy.getTextSize(); 3120 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3121 3122 const float left = x; 3123 float top = 0.0f; 3124 3125 int linesCount = 0; 3126 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3127 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3128 3129 const int pointsCount = 4 * linesCount; 3130 float points[pointsCount]; 3131 int currentPoint = 0; 3132 3133 if (flags & SkPaint::kUnderlineText_Flag) { 3134 top = y + textSize * kStdUnderline_Offset; 3135 points[currentPoint++] = left; 3136 points[currentPoint++] = top; 3137 points[currentPoint++] = left + underlineWidth; 3138 points[currentPoint++] = top; 3139 } 3140 3141 if (flags & SkPaint::kStrikeThruText_Flag) { 3142 top = y + textSize * kStdStrikeThru_Offset; 3143 points[currentPoint++] = left; 3144 points[currentPoint++] = top; 3145 points[currentPoint++] = left + underlineWidth; 3146 points[currentPoint++] = top; 3147 } 3148 3149 paintCopy.setStrokeWidth(strokeWidth); 3150 3151 drawLines(&points[0], pointsCount, &paintCopy); 3152 } 3153 } 3154} 3155 3156void OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 3157 if (mState.currentlyIgnored()) { 3158 return; 3159 } 3160 3161 drawColorRects(rects, count, paint, false, true, true); 3162} 3163 3164void OpenGLRenderer::drawShadow(float casterAlpha, 3165 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) { 3166 if (mState.currentlyIgnored()) return; 3167 3168 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 3169 mRenderState.scissor().setEnabled(true); 3170 3171 SkPaint paint; 3172 paint.setAntiAlias(true); // want to use AlphaVertex 3173 3174 // The caller has made sure casterAlpha > 0. 3175 float ambientShadowAlpha = mAmbientShadowAlpha; 3176 if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) { 3177 ambientShadowAlpha = mCaches.propertyAmbientShadowStrength; 3178 } 3179 if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) { 3180 paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0); 3181 drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3182 } 3183 3184 float spotShadowAlpha = mSpotShadowAlpha; 3185 if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) { 3186 spotShadowAlpha = mCaches.propertySpotShadowStrength; 3187 } 3188 if (spotShadowVertexBuffer && spotShadowAlpha > 0) { 3189 paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0); 3190 drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3191 } 3192 3193 mDirty=true; 3194} 3195 3196void OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 3197 bool ignoreTransform, bool dirty, bool clip) { 3198 if (count == 0) { 3199 return; 3200 } 3201 3202 int color = paint->getColor(); 3203 // If a shader is set, preserve only the alpha 3204 if (getShader(paint)) { 3205 color |= 0x00ffffff; 3206 } 3207 3208 float left = FLT_MAX; 3209 float top = FLT_MAX; 3210 float right = FLT_MIN; 3211 float bottom = FLT_MIN; 3212 3213 Vertex mesh[count]; 3214 Vertex* vertex = mesh; 3215 3216 for (int index = 0; index < count; index += 4) { 3217 float l = rects[index + 0]; 3218 float t = rects[index + 1]; 3219 float r = rects[index + 2]; 3220 float b = rects[index + 3]; 3221 3222 Vertex::set(vertex++, l, t); 3223 Vertex::set(vertex++, r, t); 3224 Vertex::set(vertex++, l, b); 3225 Vertex::set(vertex++, r, b); 3226 3227 left = fminf(left, l); 3228 top = fminf(top, t); 3229 right = fmaxf(right, r); 3230 bottom = fmaxf(bottom, b); 3231 } 3232 3233 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 3234 return; 3235 } 3236 3237 setupDraw(); 3238 setupDrawNoTexture(); 3239 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3240 setupDrawShader(getShader(paint)); 3241 setupDrawColorFilter(getColorFilter(paint)); 3242 setupDrawBlending(paint); 3243 setupDrawProgram(); 3244 setupDrawDirtyRegionsDisabled(); 3245 setupDrawModelView(kModelViewMode_Translate, false, 3246 0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform); 3247 setupDrawColorUniforms(getShader(paint)); 3248 setupDrawShaderUniforms(getShader(paint)); 3249 setupDrawColorFilterUniforms(getColorFilter(paint)); 3250 3251 if (dirty && hasLayer()) { 3252 dirtyLayer(left, top, right, bottom, *currentTransform()); 3253 } 3254 3255 issueIndexedQuadDraw(&mesh[0], count / 4); 3256 3257 mDirty = true; 3258} 3259 3260void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3261 const SkPaint* paint, bool ignoreTransform) { 3262 int color = paint->getColor(); 3263 // If a shader is set, preserve only the alpha 3264 if (getShader(paint)) { 3265 color |= 0x00ffffff; 3266 } 3267 3268 setupDraw(); 3269 setupDrawNoTexture(); 3270 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3271 setupDrawShader(getShader(paint)); 3272 setupDrawColorFilter(getColorFilter(paint)); 3273 setupDrawBlending(paint); 3274 setupDrawProgram(); 3275 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3276 left, top, right, bottom, ignoreTransform); 3277 setupDrawColorUniforms(getShader(paint)); 3278 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3279 setupDrawColorFilterUniforms(getColorFilter(paint)); 3280 setupDrawSimpleMesh(); 3281 3282 glDrawArrays(GL_TRIANGLE_STRIP, 0, kMeshCount); 3283} 3284 3285void OpenGLRenderer::drawTextureRect(float left, float top, float right, float bottom, 3286 Texture* texture, const SkPaint* paint) { 3287 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3288 3289 GLvoid* vertices = (GLvoid*) nullptr; 3290 GLvoid* texCoords = (GLvoid*) kMeshTextureOffset; 3291 3292 if (texture->uvMapper) { 3293 vertices = &mMeshVertices[0].x; 3294 texCoords = &mMeshVertices[0].u; 3295 3296 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3297 texture->uvMapper->map(uvs); 3298 3299 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3300 } 3301 3302 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3303 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 3304 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 3305 3306 texture->setFilter(GL_NEAREST, true); 3307 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3308 paint, texture->blend, vertices, texCoords, 3309 GL_TRIANGLE_STRIP, kMeshCount, false, true); 3310 } else { 3311 texture->setFilter(getFilter(paint), true); 3312 drawTextureMesh(left, top, right, bottom, texture->id, paint, 3313 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, kMeshCount); 3314 } 3315 3316 if (texture->uvMapper) { 3317 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3318 } 3319} 3320 3321void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3322 GLuint texture, const SkPaint* paint, bool blend, 3323 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3324 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3325 ModelViewMode modelViewMode, bool dirty) { 3326 3327 int a; 3328 SkXfermode::Mode mode; 3329 getAlphaAndMode(paint, &a, &mode); 3330 const float alpha = a / 255.0f; 3331 3332 setupDraw(); 3333 setupDrawWithTexture(); 3334 setupDrawColor(alpha, alpha, alpha, alpha); 3335 setupDrawColorFilter(getColorFilter(paint)); 3336 setupDrawBlending(paint, blend, swapSrcDst); 3337 setupDrawProgram(); 3338 if (!dirty) setupDrawDirtyRegionsDisabled(); 3339 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3340 setupDrawTexture(texture); 3341 setupDrawPureColorUniforms(); 3342 setupDrawColorFilterUniforms(getColorFilter(paint)); 3343 setupDrawMesh(vertices, texCoords, vbo); 3344 3345 glDrawArrays(drawMode, 0, elementsCount); 3346} 3347 3348void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3349 GLuint texture, const SkPaint* paint, bool blend, 3350 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3351 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3352 ModelViewMode modelViewMode, bool dirty) { 3353 3354 int a; 3355 SkXfermode::Mode mode; 3356 getAlphaAndMode(paint, &a, &mode); 3357 const float alpha = a / 255.0f; 3358 3359 setupDraw(); 3360 setupDrawWithTexture(); 3361 setupDrawColor(alpha, alpha, alpha, alpha); 3362 setupDrawColorFilter(getColorFilter(paint)); 3363 setupDrawBlending(paint, blend, swapSrcDst); 3364 setupDrawProgram(); 3365 if (!dirty) setupDrawDirtyRegionsDisabled(); 3366 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3367 setupDrawTexture(texture); 3368 setupDrawPureColorUniforms(); 3369 setupDrawColorFilterUniforms(getColorFilter(paint)); 3370 setupDrawMeshIndices(vertices, texCoords, vbo); 3371 3372 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, nullptr); 3373} 3374 3375void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3376 GLuint texture, const SkPaint* paint, 3377 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3378 bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) { 3379 3380 int color = paint != nullptr ? paint->getColor() : 0; 3381 int alpha; 3382 SkXfermode::Mode mode; 3383 getAlphaAndMode(paint, &alpha, &mode); 3384 3385 setupDraw(); 3386 setupDrawWithTexture(true); 3387 if (paint != nullptr) { 3388 setupDrawAlpha8Color(color, alpha); 3389 } 3390 setupDrawColorFilter(getColorFilter(paint)); 3391 setupDrawShader(getShader(paint)); 3392 setupDrawBlending(paint, true); 3393 setupDrawProgram(); 3394 if (!dirty) setupDrawDirtyRegionsDisabled(); 3395 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3396 setupDrawTexture(texture); 3397 setupDrawPureColorUniforms(); 3398 setupDrawColorFilterUniforms(getColorFilter(paint)); 3399 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3400 setupDrawMesh(vertices, texCoords); 3401 3402 glDrawArrays(drawMode, 0, elementsCount); 3403} 3404 3405void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3406 ProgramDescription& description, bool swapSrcDst) { 3407 3408 if (writableSnapshot()->roundRectClipState != nullptr /*&& !mSkipOutlineClip*/) { 3409 blend = true; 3410 mDescription.hasRoundRectClip = true; 3411 } 3412 mSkipOutlineClip = true; 3413 3414 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3415 3416 if (blend) { 3417 // These blend modes are not supported by OpenGL directly and have 3418 // to be implemented using shaders. Since the shader will perform 3419 // the blending, turn blending off here 3420 // If the blend mode cannot be implemented using shaders, fall 3421 // back to the default SrcOver blend mode instead 3422 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3423 if (CC_UNLIKELY(mExtensions.hasFramebufferFetch())) { 3424 description.framebufferMode = mode; 3425 description.swapSrcDst = swapSrcDst; 3426 3427 mRenderState.blend().disable(); 3428 return; 3429 } else { 3430 mode = SkXfermode::kSrcOver_Mode; 3431 } 3432 } 3433 mRenderState.blend().enable(mode, swapSrcDst); 3434 } else { 3435 mRenderState.blend().disable(); 3436 } 3437} 3438 3439void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3440 TextureVertex* v = &mMeshVertices[0]; 3441 TextureVertex::setUV(v++, u1, v1); 3442 TextureVertex::setUV(v++, u2, v1); 3443 TextureVertex::setUV(v++, u1, v2); 3444 TextureVertex::setUV(v++, u2, v2); 3445} 3446 3447void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, 3448 SkXfermode::Mode* mode) const { 3449 getAlphaAndModeDirect(paint, alpha, mode); 3450 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3451 // if drawing a layer, ignore the paint's alpha 3452 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3453 } 3454 *alpha *= currentSnapshot()->alpha; 3455} 3456 3457float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 3458 float alpha; 3459 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3460 alpha = mDrawModifiers.mOverrideLayerAlpha; 3461 } else { 3462 alpha = layer->getAlpha() / 255.0f; 3463 } 3464 return alpha * currentSnapshot()->alpha; 3465} 3466 3467}; // namespace uirenderer 3468}; // namespace android 3469