OpenGLRenderer.cpp revision 03ae272459869b854e5db252fc81a64a516e111f
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 "GammaFontRenderer.h" 22#include "Glop.h" 23#include "GlopBuilder.h" 24#include "Patch.h" 25#include "PathTessellator.h" 26#include "Properties.h" 27#include "RenderNode.h" 28#include "renderstate/MeshState.h" 29#include "renderstate/RenderState.h" 30#include "ShadowTessellator.h" 31#include "SkiaShader.h" 32#include "Vector.h" 33#include "VertexBuffer.h" 34#include "utils/GLUtils.h" 35#include "utils/PaintUtils.h" 36#include "utils/TraceUtils.h" 37 38#include <stdlib.h> 39#include <stdint.h> 40#include <sys/types.h> 41 42#include <SkCanvas.h> 43#include <SkColor.h> 44#include <SkShader.h> 45#include <SkTypeface.h> 46 47#include <utils/Log.h> 48#include <utils/StopWatch.h> 49 50#include <private/hwui/DrawGlInfo.h> 51 52#include <ui/Rect.h> 53 54#if DEBUG_DETAILED_EVENTS 55 #define EVENT_LOGD(...) eventMarkDEBUG(__VA_ARGS__) 56#else 57 #define EVENT_LOGD(...) 58#endif 59 60#define USE_GLOPS true 61 62namespace android { 63namespace uirenderer { 64 65/////////////////////////////////////////////////////////////////////////////// 66// Constructors/destructor 67/////////////////////////////////////////////////////////////////////////////// 68 69OpenGLRenderer::OpenGLRenderer(RenderState& renderState) 70 : mState(*this) 71 , mCaches(Caches::getInstance()) 72 , mRenderState(renderState) 73 , mFrameStarted(false) 74 , mScissorOptimizationDisabled(false) 75 , mSuppressTiling(false) 76 , mFirstFrameAfterResize(true) 77 , mDirty(false) 78 , mLightCenter((Vector3){FLT_MIN, FLT_MIN, FLT_MIN}) 79 , mLightRadius(FLT_MIN) 80 , mAmbientShadowAlpha(0) 81 , mSpotShadowAlpha(0) { 82 // *set* draw modifiers to be 0 83 memset(&mDrawModifiers, 0, sizeof(mDrawModifiers)); 84 mDrawModifiers.mOverrideLayerAlpha = 1.0f; 85 86 memcpy(mMeshVertices, kUnitQuadVertices, sizeof(kUnitQuadVertices)); 87} 88 89OpenGLRenderer::~OpenGLRenderer() { 90 // The context has already been destroyed at this point, do not call 91 // GL APIs. All GL state should be kept in Caches.h 92} 93 94void OpenGLRenderer::initProperties() { 95 char property[PROPERTY_VALUE_MAX]; 96 if (property_get(PROPERTY_DISABLE_SCISSOR_OPTIMIZATION, property, "false")) { 97 mScissorOptimizationDisabled = !strcasecmp(property, "true"); 98 INIT_LOGD(" Scissor optimization %s", 99 mScissorOptimizationDisabled ? "disabled" : "enabled"); 100 } else { 101 INIT_LOGD(" Scissor optimization enabled"); 102 } 103} 104 105void OpenGLRenderer::initLight(const Vector3& lightCenter, float lightRadius, 106 uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha) { 107 mLightCenter = lightCenter; 108 mLightRadius = lightRadius; 109 mAmbientShadowAlpha = ambientShadowAlpha; 110 mSpotShadowAlpha = spotShadowAlpha; 111} 112 113/////////////////////////////////////////////////////////////////////////////// 114// Setup 115/////////////////////////////////////////////////////////////////////////////// 116 117void OpenGLRenderer::onViewportInitialized() { 118 glDisable(GL_DITHER); 119 glClearColor(0.0f, 0.0f, 0.0f, 0.0f); 120 mFirstFrameAfterResize = true; 121} 122 123void OpenGLRenderer::setupFrameState(float left, float top, 124 float right, float bottom, bool opaque) { 125 mCaches.clearGarbage(); 126 mState.initializeSaveStack(left, top, right, bottom, mLightCenter); 127 mOpaque = opaque; 128 mTilingClip.set(left, top, right, bottom); 129} 130 131void OpenGLRenderer::startFrame() { 132 if (mFrameStarted) return; 133 mFrameStarted = true; 134 135 mState.setDirtyClip(true); 136 137 discardFramebuffer(mTilingClip.left, mTilingClip.top, mTilingClip.right, mTilingClip.bottom); 138 139 mRenderState.setViewport(mState.getWidth(), mState.getHeight()); 140 141 // Functors break the tiling extension in pretty spectacular ways 142 // This ensures we don't use tiling when a functor is going to be 143 // invoked during the frame 144 mSuppressTiling = mCaches.hasRegisteredFunctors() 145 || mFirstFrameAfterResize; 146 mFirstFrameAfterResize = false; 147 148 startTilingCurrentClip(true); 149 150 debugOverdraw(true, true); 151 152 clear(mTilingClip.left, mTilingClip.top, 153 mTilingClip.right, mTilingClip.bottom, mOpaque); 154} 155 156void OpenGLRenderer::prepareDirty(float left, float top, 157 float right, float bottom, bool opaque) { 158 159 setupFrameState(left, top, right, bottom, opaque); 160 161 // Layer renderers will start the frame immediately 162 // The framebuffer renderer will first defer the display list 163 // for each layer and wait until the first drawing command 164 // to start the frame 165 if (currentSnapshot()->fbo == 0) { 166 mRenderState.blend().syncEnabled(); 167 updateLayers(); 168 } else { 169 startFrame(); 170 } 171} 172 173void OpenGLRenderer::discardFramebuffer(float left, float top, float right, float bottom) { 174 // If we know that we are going to redraw the entire framebuffer, 175 // perform a discard to let the driver know we don't need to preserve 176 // the back buffer for this frame. 177 if (mCaches.extensions().hasDiscardFramebuffer() && 178 left <= 0.0f && top <= 0.0f && right >= mState.getWidth() && bottom >= mState.getHeight()) { 179 const bool isFbo = onGetTargetFbo() == 0; 180 const GLenum attachments[] = { 181 isFbo ? (const GLenum) GL_COLOR_EXT : (const GLenum) GL_COLOR_ATTACHMENT0, 182 isFbo ? (const GLenum) GL_STENCIL_EXT : (const GLenum) GL_STENCIL_ATTACHMENT }; 183 glDiscardFramebufferEXT(GL_FRAMEBUFFER, 1, attachments); 184 } 185} 186 187void OpenGLRenderer::clear(float left, float top, float right, float bottom, bool opaque) { 188 if (!opaque) { 189 mRenderState.scissor().setEnabled(true); 190 mRenderState.scissor().set(left, getViewportHeight() - bottom, right - left, bottom - top); 191 glClear(GL_COLOR_BUFFER_BIT); 192 mDirty = true; 193 return; 194 } 195 196 mRenderState.scissor().reset(); 197} 198 199void OpenGLRenderer::startTilingCurrentClip(bool opaque, bool expand) { 200 if (!mSuppressTiling) { 201 const Snapshot* snapshot = currentSnapshot(); 202 203 const Rect* clip = &mTilingClip; 204 if (snapshot->flags & Snapshot::kFlagFboTarget) { 205 clip = &(snapshot->layer->clipRect); 206 } 207 208 startTiling(*clip, getViewportHeight(), opaque, expand); 209 } 210} 211 212void OpenGLRenderer::startTiling(const Rect& clip, int windowHeight, bool opaque, bool expand) { 213 if (!mSuppressTiling) { 214 if(expand) { 215 // Expand the startTiling region by 1 216 int leftNotZero = (clip.left > 0) ? 1 : 0; 217 int topNotZero = (windowHeight - clip.bottom > 0) ? 1 : 0; 218 219 mCaches.startTiling( 220 clip.left - leftNotZero, 221 windowHeight - clip.bottom - topNotZero, 222 clip.right - clip.left + leftNotZero + 1, 223 clip.bottom - clip.top + topNotZero + 1, 224 opaque); 225 } else { 226 mCaches.startTiling(clip.left, windowHeight - clip.bottom, 227 clip.right - clip.left, clip.bottom - clip.top, opaque); 228 } 229 } 230} 231 232void OpenGLRenderer::endTiling() { 233 if (!mSuppressTiling) mCaches.endTiling(); 234} 235 236bool OpenGLRenderer::finish() { 237 renderOverdraw(); 238 endTiling(); 239 mTempPaths.clear(); 240 241 // When finish() is invoked on FBO 0 we've reached the end 242 // of the current frame 243 if (onGetTargetFbo() == 0) { 244 mCaches.pathCache.trim(); 245 mCaches.tessellationCache.trim(); 246 } 247 248 if (!suppressErrorChecks()) { 249#if DEBUG_OPENGL 250 GLUtils::dumpGLErrors(); 251#endif 252 253#if DEBUG_MEMORY_USAGE 254 mCaches.dumpMemoryUsage(); 255#else 256 if (mCaches.getDebugLevel() & kDebugMemory) { 257 mCaches.dumpMemoryUsage(); 258 } 259#endif 260 } 261 262 mFrameStarted = false; 263 264 return reportAndClearDirty(); 265} 266 267void OpenGLRenderer::resumeAfterLayer() { 268 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 269 mRenderState.bindFramebuffer(currentSnapshot()->fbo); 270 debugOverdraw(true, false); 271 272 mRenderState.scissor().reset(); 273 dirtyClip(); 274} 275 276void OpenGLRenderer::callDrawGLFunction(Functor* functor, Rect& dirty) { 277 if (mState.currentlyIgnored()) return; 278 279 Rect clip(mState.currentClipRect()); 280 clip.snapToPixelBoundaries(); 281 282 // Since we don't know what the functor will draw, let's dirty 283 // the entire clip region 284 if (hasLayer()) { 285 dirtyLayerUnchecked(clip, getRegion()); 286 } 287 288 DrawGlInfo info; 289 info.clipLeft = clip.left; 290 info.clipTop = clip.top; 291 info.clipRight = clip.right; 292 info.clipBottom = clip.bottom; 293 info.isLayer = hasLayer(); 294 info.width = getViewportWidth(); 295 info.height = getViewportHeight(); 296 currentTransform()->copyTo(&info.transform[0]); 297 298 bool prevDirtyClip = mState.getDirtyClip(); 299 // setup GL state for functor 300 if (mState.getDirtyClip()) { 301 setStencilFromClip(); // can issue draws, so must precede enableScissor()/interrupt() 302 } 303 if (mRenderState.scissor().setEnabled(true) || prevDirtyClip) { 304 setScissorFromClip(); 305 } 306 307 mRenderState.invokeFunctor(functor, DrawGlInfo::kModeDraw, &info); 308 // Scissor may have been modified, reset dirty clip 309 dirtyClip(); 310 311 mDirty = true; 312} 313 314/////////////////////////////////////////////////////////////////////////////// 315// Debug 316/////////////////////////////////////////////////////////////////////////////// 317 318void OpenGLRenderer::eventMarkDEBUG(const char* fmt, ...) const { 319#if DEBUG_DETAILED_EVENTS 320 const int BUFFER_SIZE = 256; 321 va_list ap; 322 char buf[BUFFER_SIZE]; 323 324 va_start(ap, fmt); 325 vsnprintf(buf, BUFFER_SIZE, fmt, ap); 326 va_end(ap); 327 328 eventMark(buf); 329#endif 330} 331 332 333void OpenGLRenderer::eventMark(const char* name) const { 334 mCaches.eventMark(0, name); 335} 336 337void OpenGLRenderer::startMark(const char* name) const { 338 mCaches.startMark(0, name); 339} 340 341void OpenGLRenderer::endMark() const { 342 mCaches.endMark(); 343} 344 345void OpenGLRenderer::debugOverdraw(bool enable, bool clear) { 346 mRenderState.debugOverdraw(enable, clear); 347} 348 349void OpenGLRenderer::renderOverdraw() { 350 if (mCaches.debugOverdraw && onGetTargetFbo() == 0) { 351 const Rect* clip = &mTilingClip; 352 353 mRenderState.scissor().setEnabled(true); 354 mRenderState.scissor().set(clip->left, 355 mState.firstSnapshot()->getViewportHeight() - clip->bottom, 356 clip->right - clip->left, 357 clip->bottom - clip->top); 358 359 // 1x overdraw 360 mRenderState.stencil().enableDebugTest(2); 361 drawColor(mCaches.getOverdrawColor(1), SkXfermode::kSrcOver_Mode); 362 363 // 2x overdraw 364 mRenderState.stencil().enableDebugTest(3); 365 drawColor(mCaches.getOverdrawColor(2), SkXfermode::kSrcOver_Mode); 366 367 // 3x overdraw 368 mRenderState.stencil().enableDebugTest(4); 369 drawColor(mCaches.getOverdrawColor(3), SkXfermode::kSrcOver_Mode); 370 371 // 4x overdraw and higher 372 mRenderState.stencil().enableDebugTest(4, true); 373 drawColor(mCaches.getOverdrawColor(4), SkXfermode::kSrcOver_Mode); 374 375 mRenderState.stencil().disable(); 376 } 377} 378 379/////////////////////////////////////////////////////////////////////////////// 380// Layers 381/////////////////////////////////////////////////////////////////////////////// 382 383bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) { 384 if (layer->deferredUpdateScheduled && layer->renderer 385 && layer->renderNode.get() && layer->renderNode->isRenderable()) { 386 387 if (inFrame) { 388 endTiling(); 389 debugOverdraw(false, false); 390 } 391 392 if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) { 393 layer->render(*this); 394 } else { 395 layer->defer(*this); 396 } 397 398 if (inFrame) { 399 resumeAfterLayer(); 400 startTilingCurrentClip(); 401 } 402 403 layer->debugDrawUpdate = mCaches.debugLayersUpdates; 404 layer->hasDrawnSinceUpdate = false; 405 406 return true; 407 } 408 409 return false; 410} 411 412void OpenGLRenderer::updateLayers() { 413 // If draw deferring is enabled this method will simply defer 414 // the display list of each individual layer. The layers remain 415 // in the layer updates list which will be cleared by flushLayers(). 416 int count = mLayerUpdates.size(); 417 if (count > 0) { 418 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 419 startMark("Layer Updates"); 420 } else { 421 startMark("Defer Layer Updates"); 422 } 423 424 // Note: it is very important to update the layers in order 425 for (int i = 0; i < count; i++) { 426 Layer* layer = mLayerUpdates.itemAt(i).get(); 427 updateLayer(layer, false); 428 } 429 430 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 431 mLayerUpdates.clear(); 432 mRenderState.bindFramebuffer(onGetTargetFbo()); 433 } 434 endMark(); 435 } 436} 437 438void OpenGLRenderer::flushLayers() { 439 int count = mLayerUpdates.size(); 440 if (count > 0) { 441 startMark("Apply Layer Updates"); 442 443 // Note: it is very important to update the layers in order 444 for (int i = 0; i < count; i++) { 445 mLayerUpdates.itemAt(i)->flush(); 446 } 447 448 mLayerUpdates.clear(); 449 mRenderState.bindFramebuffer(onGetTargetFbo()); 450 451 endMark(); 452 } 453} 454 455void OpenGLRenderer::pushLayerUpdate(Layer* layer) { 456 if (layer) { 457 // Make sure we don't introduce duplicates. 458 // SortedVector would do this automatically but we need to respect 459 // the insertion order. The linear search is not an issue since 460 // this list is usually very short (typically one item, at most a few) 461 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 462 if (mLayerUpdates.itemAt(i) == layer) { 463 return; 464 } 465 } 466 mLayerUpdates.push_back(layer); 467 } 468} 469 470void OpenGLRenderer::cancelLayerUpdate(Layer* layer) { 471 if (layer) { 472 for (int i = mLayerUpdates.size() - 1; i >= 0; i--) { 473 if (mLayerUpdates.itemAt(i) == layer) { 474 mLayerUpdates.removeAt(i); 475 break; 476 } 477 } 478 } 479} 480 481void OpenGLRenderer::flushLayerUpdates() { 482 ATRACE_NAME("Update HW Layers"); 483 mRenderState.blend().syncEnabled(); 484 updateLayers(); 485 flushLayers(); 486 // Wait for all the layer updates to be executed 487 glFinish(); 488} 489 490void OpenGLRenderer::markLayersAsBuildLayers() { 491 for (size_t i = 0; i < mLayerUpdates.size(); i++) { 492 mLayerUpdates[i]->wasBuildLayered = true; 493 } 494} 495 496/////////////////////////////////////////////////////////////////////////////// 497// State management 498/////////////////////////////////////////////////////////////////////////////// 499 500void OpenGLRenderer::onSnapshotRestored(const Snapshot& removed, const Snapshot& restored) { 501 bool restoreViewport = removed.flags & Snapshot::kFlagIsFboLayer; 502 bool restoreClip = removed.flags & Snapshot::kFlagClipSet; 503 bool restoreLayer = removed.flags & Snapshot::kFlagIsLayer; 504 505 if (restoreViewport) { 506 mRenderState.setViewport(getViewportWidth(), getViewportHeight()); 507 } 508 509 if (restoreClip) { 510 dirtyClip(); 511 } 512 513 if (restoreLayer) { 514 endMark(); // Savelayer 515 ATRACE_END(); // SaveLayer 516 startMark("ComposeLayer"); 517 composeLayer(removed, restored); 518 endMark(); 519 } 520} 521 522/////////////////////////////////////////////////////////////////////////////// 523// Layers 524/////////////////////////////////////////////////////////////////////////////// 525 526int OpenGLRenderer::saveLayer(float left, float top, float right, float bottom, 527 const SkPaint* paint, int flags, const SkPath* convexMask) { 528 // force matrix/clip isolation for layer 529 flags |= SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag; 530 531 const int count = mState.saveSnapshot(flags); 532 533 if (!mState.currentlyIgnored()) { 534 createLayer(left, top, right, bottom, paint, flags, convexMask); 535 } 536 537 return count; 538} 539 540void OpenGLRenderer::calculateLayerBoundsAndClip(Rect& bounds, Rect& clip, bool fboLayer) { 541 const Rect untransformedBounds(bounds); 542 543 currentTransform()->mapRect(bounds); 544 545 // Layers only make sense if they are in the framebuffer's bounds 546 if (bounds.intersect(mState.currentClipRect())) { 547 // We cannot work with sub-pixels in this case 548 bounds.snapToPixelBoundaries(); 549 550 // When the layer is not an FBO, we may use glCopyTexImage so we 551 // need to make sure the layer does not extend outside the bounds 552 // of the framebuffer 553 const Snapshot& previous = *(currentSnapshot()->previous); 554 Rect previousViewport(0, 0, previous.getViewportWidth(), previous.getViewportHeight()); 555 if (!bounds.intersect(previousViewport)) { 556 bounds.setEmpty(); 557 } else if (fboLayer) { 558 clip.set(bounds); 559 mat4 inverse; 560 inverse.loadInverse(*currentTransform()); 561 inverse.mapRect(clip); 562 clip.snapToPixelBoundaries(); 563 if (clip.intersect(untransformedBounds)) { 564 clip.translate(-untransformedBounds.left, -untransformedBounds.top); 565 bounds.set(untransformedBounds); 566 } else { 567 clip.setEmpty(); 568 } 569 } 570 } else { 571 bounds.setEmpty(); 572 } 573} 574 575void OpenGLRenderer::updateSnapshotIgnoreForLayer(const Rect& bounds, const Rect& clip, 576 bool fboLayer, int alpha) { 577 if (bounds.isEmpty() || bounds.getWidth() > mCaches.maxTextureSize || 578 bounds.getHeight() > mCaches.maxTextureSize || 579 (fboLayer && clip.isEmpty())) { 580 writableSnapshot()->empty = fboLayer; 581 } else { 582 writableSnapshot()->invisible = writableSnapshot()->invisible || (alpha <= 0 && fboLayer); 583 } 584} 585 586int OpenGLRenderer::saveLayerDeferred(float left, float top, float right, float bottom, 587 const SkPaint* paint, int flags) { 588 const int count = mState.saveSnapshot(flags); 589 590 if (!mState.currentlyIgnored() && (flags & SkCanvas::kClipToLayer_SaveFlag)) { 591 // initialize the snapshot as though it almost represents an FBO layer so deferred draw 592 // operations will be able to store and restore the current clip and transform info, and 593 // quick rejection will be correct (for display lists) 594 595 Rect bounds(left, top, right, bottom); 596 Rect clip; 597 calculateLayerBoundsAndClip(bounds, clip, true); 598 updateSnapshotIgnoreForLayer(bounds, clip, true, getAlphaDirect(paint)); 599 600 if (!mState.currentlyIgnored()) { 601 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 602 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 603 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 604 writableSnapshot()->roundRectClipState = nullptr; 605 } 606 } 607 608 return count; 609} 610 611/** 612 * Layers are viewed by Skia are slightly different than layers in image editing 613 * programs (for instance.) When a layer is created, previously created layers 614 * and the frame buffer still receive every drawing command. For instance, if a 615 * layer is created and a shape intersecting the bounds of the layers and the 616 * framebuffer is draw, the shape will be drawn on both (unless the layer was 617 * created with the SkCanvas::kClipToLayer_SaveFlag flag.) 618 * 619 * A way to implement layers is to create an FBO for each layer, backed by an RGBA 620 * texture. Unfortunately, this is inefficient as it requires every primitive to 621 * be drawn n + 1 times, where n is the number of active layers. In practice this 622 * means, for every primitive: 623 * - Switch active frame buffer 624 * - Change viewport, clip and projection matrix 625 * - Issue the drawing 626 * 627 * Switching rendering target n + 1 times per drawn primitive is extremely costly. 628 * To avoid this, layers are implemented in a different way here, at least in the 629 * general case. FBOs are used, as an optimization, when the "clip to layer" flag 630 * is set. When this flag is set we can redirect all drawing operations into a 631 * single FBO. 632 * 633 * This implementation relies on the frame buffer being at least RGBA 8888. When 634 * a layer is created, only a texture is created, not an FBO. The content of the 635 * frame buffer contained within the layer's bounds is copied into this texture 636 * using glCopyTexImage2D(). The layer's region is then cleared(1) in the frame 637 * buffer and drawing continues as normal. This technique therefore treats the 638 * frame buffer as a scratch buffer for the layers. 639 * 640 * To compose the layers back onto the frame buffer, each layer texture 641 * (containing the original frame buffer data) is drawn as a simple quad over 642 * the frame buffer. The trick is that the quad is set as the composition 643 * destination in the blending equation, and the frame buffer becomes the source 644 * of the composition. 645 * 646 * Drawing layers with an alpha value requires an extra step before composition. 647 * An empty quad is drawn over the layer's region in the frame buffer. This quad 648 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the 649 * quad is used to multiply the colors in the frame buffer. This is achieved by 650 * changing the GL blend functions for the GL_FUNC_ADD blend equation to 651 * GL_ZERO, GL_SRC_ALPHA. 652 * 653 * Because glCopyTexImage2D() can be slow, an alternative implementation might 654 * be use to draw a single clipped layer. The implementation described above 655 * is correct in every case. 656 * 657 * (1) The frame buffer is actually not cleared right away. To allow the GPU 658 * to potentially optimize series of calls to glCopyTexImage2D, the frame 659 * buffer is left untouched until the first drawing operation. Only when 660 * something actually gets drawn are the layers regions cleared. 661 */ 662bool OpenGLRenderer::createLayer(float left, float top, float right, float bottom, 663 const SkPaint* paint, int flags, const SkPath* convexMask) { 664 LAYER_LOGD("Requesting layer %.2fx%.2f", right - left, bottom - top); 665 LAYER_LOGD("Layer cache size = %d", mCaches.layerCache.getSize()); 666 667 const bool fboLayer = flags & SkCanvas::kClipToLayer_SaveFlag; 668 669 // Window coordinates of the layer 670 Rect clip; 671 Rect bounds(left, top, right, bottom); 672 calculateLayerBoundsAndClip(bounds, clip, fboLayer); 673 updateSnapshotIgnoreForLayer(bounds, clip, fboLayer, getAlphaDirect(paint)); 674 675 // Bail out if we won't draw in this snapshot 676 if (mState.currentlyIgnored()) { 677 return false; 678 } 679 680 mCaches.textureState().activateTexture(0); 681 Layer* layer = mCaches.layerCache.get(mRenderState, bounds.getWidth(), bounds.getHeight()); 682 if (!layer) { 683 return false; 684 } 685 686 layer->setPaint(paint); 687 layer->layer.set(bounds); 688 layer->texCoords.set(0.0f, bounds.getHeight() / float(layer->getHeight()), 689 bounds.getWidth() / float(layer->getWidth()), 0.0f); 690 691 layer->setBlend(true); 692 layer->setDirty(false); 693 layer->setConvexMask(convexMask); // note: the mask must be cleared before returning to the cache 694 695 // Save the layer in the snapshot 696 writableSnapshot()->flags |= Snapshot::kFlagIsLayer; 697 writableSnapshot()->layer = layer; 698 699 ATRACE_FORMAT_BEGIN("%ssaveLayer %ux%u", 700 fboLayer ? "" : "unclipped ", 701 layer->getWidth(), layer->getHeight()); 702 startMark("SaveLayer"); 703 if (fboLayer) { 704 return createFboLayer(layer, bounds, clip); 705 } else { 706 // Copy the framebuffer into the layer 707 layer->bindTexture(); 708 if (!bounds.isEmpty()) { 709 if (layer->isEmpty()) { 710 // Workaround for some GL drivers. When reading pixels lying outside 711 // of the window we should get undefined values for those pixels. 712 // Unfortunately some drivers will turn the entire target texture black 713 // when reading outside of the window. 714 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->getWidth(), layer->getHeight(), 715 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); 716 layer->setEmpty(false); 717 } 718 719 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 720 bounds.left, getViewportHeight() - bounds.bottom, 721 bounds.getWidth(), bounds.getHeight()); 722 723 // Enqueue the buffer coordinates to clear the corresponding region later 724 mLayers.push_back(Rect(bounds)); 725 } 726 } 727 728 return true; 729} 730 731bool OpenGLRenderer::createFboLayer(Layer* layer, Rect& bounds, Rect& clip) { 732 layer->clipRect.set(clip); 733 layer->setFbo(mCaches.fboCache.get()); 734 735 writableSnapshot()->region = &writableSnapshot()->layer->region; 736 writableSnapshot()->flags |= Snapshot::kFlagFboTarget | Snapshot::kFlagIsFboLayer; 737 writableSnapshot()->fbo = layer->getFbo(); 738 writableSnapshot()->resetTransform(-bounds.left, -bounds.top, 0.0f); 739 writableSnapshot()->resetClip(clip.left, clip.top, clip.right, clip.bottom); 740 writableSnapshot()->initializeViewport(bounds.getWidth(), bounds.getHeight()); 741 writableSnapshot()->roundRectClipState = nullptr; 742 743 endTiling(); 744 debugOverdraw(false, false); 745 // Bind texture to FBO 746 mRenderState.bindFramebuffer(layer->getFbo()); 747 layer->bindTexture(); 748 749 // Initialize the texture if needed 750 if (layer->isEmpty()) { 751 layer->allocateTexture(); 752 layer->setEmpty(false); 753 } 754 755 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 756 layer->getTextureId(), 0); 757 758 // Expand the startTiling region by 1 759 startTilingCurrentClip(true, true); 760 761 // Clear the FBO, expand the clear region by 1 to get nice bilinear filtering 762 mRenderState.scissor().setEnabled(true); 763 mRenderState.scissor().set(clip.left - 1.0f, bounds.getHeight() - clip.bottom - 1.0f, 764 clip.getWidth() + 2.0f, clip.getHeight() + 2.0f); 765 glClear(GL_COLOR_BUFFER_BIT); 766 767 dirtyClip(); 768 769 // Change the ortho projection 770 mRenderState.setViewport(bounds.getWidth(), bounds.getHeight()); 771 return true; 772} 773 774/** 775 * Read the documentation of createLayer() before doing anything in this method. 776 */ 777void OpenGLRenderer::composeLayer(const Snapshot& removed, const Snapshot& restored) { 778 if (!removed.layer) { 779 ALOGE("Attempting to compose a layer that does not exist"); 780 return; 781 } 782 783 Layer* layer = removed.layer; 784 const Rect& rect = layer->layer; 785 const bool fboLayer = removed.flags & Snapshot::kFlagIsFboLayer; 786 787 bool clipRequired = false; 788 mState.calculateQuickRejectForScissor(rect.left, rect.top, rect.right, rect.bottom, 789 &clipRequired, nullptr, false); // safely ignore return, should never be rejected 790 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 791 792 if (fboLayer) { 793 endTiling(); 794 795 // Detach the texture from the FBO 796 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 797 798 layer->removeFbo(false); 799 800 // Unbind current FBO and restore previous one 801 mRenderState.bindFramebuffer(restored.fbo); 802 debugOverdraw(true, false); 803 804 startTilingCurrentClip(); 805 } 806 807 if (!fboLayer && layer->getAlpha() < 255) { 808 SkPaint layerPaint; 809 layerPaint.setAlpha(layer->getAlpha()); 810 layerPaint.setXfermodeMode(SkXfermode::kDstIn_Mode); 811 layerPaint.setColorFilter(layer->getColorFilter()); 812 813 drawColorRect(rect.left, rect.top, rect.right, rect.bottom, &layerPaint, true); 814 // Required below, composeLayerRect() will divide by 255 815 layer->setAlpha(255); 816 } 817 818 mRenderState.meshState().unbindMeshBuffer(); 819 820 mCaches.textureState().activateTexture(0); 821 822 // When the layer is stored in an FBO, we can save a bit of fillrate by 823 // drawing only the dirty region 824 if (fboLayer) { 825 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom, *restored.transform); 826 composeLayerRegion(layer, rect); 827 } else if (!rect.isEmpty()) { 828 dirtyLayer(rect.left, rect.top, rect.right, rect.bottom); 829 830 save(0); 831 // the layer contains screen buffer content that shouldn't be alpha modulated 832 // (and any necessary alpha modulation was handled drawing into the layer) 833 writableSnapshot()->alpha = 1.0f; 834 composeLayerRect(layer, rect, true); 835 restore(); 836 } 837 838 dirtyClip(); 839 840 // Failing to add the layer to the cache should happen only if the layer is too large 841 layer->setConvexMask(nullptr); 842 if (!mCaches.layerCache.put(layer)) { 843 LAYER_LOGD("Deleting layer"); 844 layer->decStrong(nullptr); 845 } 846} 847 848void OpenGLRenderer::drawTextureLayer(Layer* layer, const Rect& rect) { 849 float alpha = getLayerAlpha(layer); 850 851 setupDraw(); 852 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 853 setupDrawWithTexture(); 854 } else { 855 setupDrawWithExternalTexture(); 856 } 857 setupDrawTextureTransform(); 858 setupDrawColor(alpha, alpha, alpha, alpha); 859 setupDrawColorFilter(layer->getColorFilter()); 860 setupDrawBlending(layer); 861 setupDrawProgram(); 862 setupDrawPureColorUniforms(); 863 setupDrawColorFilterUniforms(layer->getColorFilter()); 864 if (layer->getRenderTarget() == GL_TEXTURE_2D) { 865 setupDrawTexture(layer->getTextureId()); 866 } else { 867 setupDrawExternalTexture(layer->getTextureId()); 868 } 869 if (currentTransform()->isPureTranslate() && 870 !layer->getForceFilter() && 871 layer->getWidth() == (uint32_t) rect.getWidth() && 872 layer->getHeight() == (uint32_t) rect.getHeight()) { 873 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 874 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 875 876 layer->setFilter(GL_NEAREST); 877 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 878 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 879 } else { 880 layer->setFilter(GL_LINEAR); 881 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 882 rect.left, rect.top, rect.right, rect.bottom); 883 } 884 setupDrawTextureTransformUniforms(layer->getTexTransform()); 885 setupDrawMesh(&mMeshVertices[0].x, &mMeshVertices[0].u); 886 887 glDrawArrays(GL_TRIANGLE_STRIP, 0, kUnitQuadCount); 888} 889 890void OpenGLRenderer::composeLayerRect(Layer* layer, const Rect& rect, bool swap) { 891 if (layer->isTextureLayer()) { 892 EVENT_LOGD("composeTextureLayerRect"); 893 resetDrawTextureTexCoords(0.0f, 1.0f, 1.0f, 0.0f); 894 drawTextureLayer(layer, rect); 895 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 896 } else { 897 EVENT_LOGD("composeHardwareLayerRect"); 898 const Rect& texCoords = layer->texCoords; 899 resetDrawTextureTexCoords(texCoords.left, texCoords.top, 900 texCoords.right, texCoords.bottom); 901 902 float x = rect.left; 903 float y = rect.top; 904 bool simpleTransform = currentTransform()->isPureTranslate() && 905 layer->getWidth() == (uint32_t) rect.getWidth() && 906 layer->getHeight() == (uint32_t) rect.getHeight(); 907 908 if (simpleTransform) { 909 // When we're swapping, the layer is already in screen coordinates 910 if (!swap) { 911 x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 912 y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 913 } 914 915 layer->setFilter(GL_NEAREST, true); 916 } else { 917 layer->setFilter(GL_LINEAR, true); 918 } 919 920 SkPaint layerPaint; 921 layerPaint.setAlpha(getLayerAlpha(layer) * 255); 922 layerPaint.setXfermodeMode(layer->getMode()); 923 layerPaint.setColorFilter(layer->getColorFilter()); 924 925 bool blend = layer->isBlend() || getLayerAlpha(layer) < 1.0f; 926 drawTextureMesh(x, y, x + rect.getWidth(), y + rect.getHeight(), 927 layer->getTextureId(), &layerPaint, blend, 928 &mMeshVertices[0].x, &mMeshVertices[0].u, 929 GL_TRIANGLE_STRIP, kUnitQuadCount, swap, swap || simpleTransform); 930 931 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 932 } 933} 934 935/** 936 * Issues the command X, and if we're composing a save layer to the fbo or drawing a newly updated 937 * hardware layer with overdraw debug on, draws again to the stencil only, so that these draw 938 * operations are correctly counted twice for overdraw. NOTE: assumes composeLayerRegion only used 939 * by saveLayer's restore 940 */ 941#define DRAW_DOUBLE_STENCIL_IF(COND, DRAW_COMMAND) { \ 942 DRAW_COMMAND; \ 943 if (CC_UNLIKELY(mCaches.debugOverdraw && onGetTargetFbo() == 0 && COND)) { \ 944 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); \ 945 DRAW_COMMAND; \ 946 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); \ 947 } \ 948 } 949 950#define DRAW_DOUBLE_STENCIL(DRAW_COMMAND) DRAW_DOUBLE_STENCIL_IF(true, DRAW_COMMAND) 951 952// This class is purely for inspection. It inherits from SkShader, but Skia does not know how to 953// use it. The OpenGLRenderer will look at it to find its Layer and whether it is opaque. 954class LayerShader : public SkShader { 955public: 956 LayerShader(Layer* layer, const SkMatrix* localMatrix) 957 : INHERITED(localMatrix) 958 , mLayer(layer) { 959 } 960 961 virtual bool asACustomShader(void** data) const override { 962 if (data) { 963 *data = static_cast<void*>(mLayer); 964 } 965 return true; 966 } 967 968 virtual bool isOpaque() const override { 969 return !mLayer->isBlend(); 970 } 971 972protected: 973 virtual void shadeSpan(int x, int y, SkPMColor[], int count) { 974 LOG_ALWAYS_FATAL("LayerShader should never be drawn with raster backend."); 975 } 976 977 virtual void flatten(SkWriteBuffer&) const override { 978 LOG_ALWAYS_FATAL("LayerShader should never be flattened."); 979 } 980 981 virtual Factory getFactory() const override { 982 LOG_ALWAYS_FATAL("LayerShader should never be created from a stream."); 983 return nullptr; 984 } 985private: 986 // Unowned. 987 Layer* mLayer; 988 typedef SkShader INHERITED; 989}; 990 991void OpenGLRenderer::composeLayerRegion(Layer* layer, const Rect& rect) { 992 if (CC_UNLIKELY(layer->region.isEmpty())) return; // nothing to draw 993 994 if (layer->getConvexMask()) { 995 save(SkCanvas::kClip_SaveFlag | SkCanvas::kMatrix_SaveFlag); 996 997 // clip to the area of the layer the mask can be larger 998 clipRect(rect.left, rect.top, rect.right, rect.bottom, SkRegion::kIntersect_Op); 999 1000 SkPaint paint; 1001 paint.setAntiAlias(true); 1002 paint.setColor(SkColorSetARGB(int(getLayerAlpha(layer) * 255), 0, 0, 0)); 1003 1004 // create LayerShader to map SaveLayer content into subsequent draw 1005 SkMatrix shaderMatrix; 1006 shaderMatrix.setTranslate(rect.left, rect.bottom); 1007 shaderMatrix.preScale(1, -1); 1008 LayerShader layerShader(layer, &shaderMatrix); 1009 paint.setShader(&layerShader); 1010 1011 // Since the drawing primitive is defined in local drawing space, 1012 // we don't need to modify the draw matrix 1013 const SkPath* maskPath = layer->getConvexMask(); 1014 DRAW_DOUBLE_STENCIL(drawConvexPath(*maskPath, &paint)); 1015 1016 paint.setShader(nullptr); 1017 restore(); 1018 1019 return; 1020 } 1021 1022 if (layer->region.isRect()) { 1023 layer->setRegionAsRect(); 1024 1025 DRAW_DOUBLE_STENCIL(composeLayerRect(layer, layer->regionRect)); 1026 1027 layer->region.clear(); 1028 return; 1029 } 1030 1031 EVENT_LOGD("composeLayerRegion"); 1032 // standard Region based draw 1033 size_t count; 1034 const android::Rect* rects; 1035 Region safeRegion; 1036 if (CC_LIKELY(hasRectToRectTransform())) { 1037 rects = layer->region.getArray(&count); 1038 } else { 1039 safeRegion = Region::createTJunctionFreeRegion(layer->region); 1040 rects = safeRegion.getArray(&count); 1041 } 1042 1043 const float alpha = getLayerAlpha(layer); 1044 const float texX = 1.0f / float(layer->getWidth()); 1045 const float texY = 1.0f / float(layer->getHeight()); 1046 const float height = rect.getHeight(); 1047 1048 setupDraw(); 1049 1050 // We must get (and therefore bind) the region mesh buffer 1051 // after we setup drawing in case we need to mess with the 1052 // stencil buffer in setupDraw() 1053 TextureVertex* mesh = mCaches.getRegionMesh(); 1054 uint32_t numQuads = 0; 1055 1056 setupDrawWithTexture(); 1057 setupDrawColor(alpha, alpha, alpha, alpha); 1058 setupDrawColorFilter(layer->getColorFilter()); 1059 setupDrawBlending(layer); 1060 setupDrawProgram(); 1061 setupDrawDirtyRegionsDisabled(); 1062 setupDrawPureColorUniforms(); 1063 setupDrawColorFilterUniforms(layer->getColorFilter()); 1064 setupDrawTexture(layer->getTextureId()); 1065 if (currentTransform()->isPureTranslate()) { 1066 const float x = (int) floorf(rect.left + currentTransform()->getTranslateX() + 0.5f); 1067 const float y = (int) floorf(rect.top + currentTransform()->getTranslateY() + 0.5f); 1068 1069 layer->setFilter(GL_NEAREST); 1070 setupDrawModelView(kModelViewMode_Translate, false, 1071 x, y, x + rect.getWidth(), y + rect.getHeight(), true); 1072 } else { 1073 layer->setFilter(GL_LINEAR); 1074 setupDrawModelView(kModelViewMode_Translate, false, 1075 rect.left, rect.top, rect.right, rect.bottom); 1076 } 1077 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 1078 1079 for (size_t i = 0; i < count; i++) { 1080 const android::Rect* r = &rects[i]; 1081 1082 const float u1 = r->left * texX; 1083 const float v1 = (height - r->top) * texY; 1084 const float u2 = r->right * texX; 1085 const float v2 = (height - r->bottom) * texY; 1086 1087 // TODO: Reject quads outside of the clip 1088 TextureVertex::set(mesh++, r->left, r->top, u1, v1); 1089 TextureVertex::set(mesh++, r->right, r->top, u2, v1); 1090 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2); 1091 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2); 1092 1093 numQuads++; 1094 1095 if (numQuads >= kMaxNumberOfQuads) { 1096 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1097 GL_UNSIGNED_SHORT, nullptr)); 1098 numQuads = 0; 1099 mesh = mCaches.getRegionMesh(); 1100 } 1101 } 1102 1103 if (numQuads > 0) { 1104 DRAW_DOUBLE_STENCIL(glDrawElements(GL_TRIANGLES, numQuads * 6, 1105 GL_UNSIGNED_SHORT, nullptr)); 1106 } 1107 1108#if DEBUG_LAYERS_AS_REGIONS 1109 drawRegionRectsDebug(layer->region); 1110#endif 1111 1112 layer->region.clear(); 1113} 1114 1115#if DEBUG_LAYERS_AS_REGIONS 1116void OpenGLRenderer::drawRegionRectsDebug(const Region& region) { 1117 size_t count; 1118 const android::Rect* rects = region.getArray(&count); 1119 1120 uint32_t colors[] = { 1121 0x7fff0000, 0x7f00ff00, 1122 0x7f0000ff, 0x7fff00ff, 1123 }; 1124 1125 int offset = 0; 1126 int32_t top = rects[0].top; 1127 1128 for (size_t i = 0; i < count; i++) { 1129 if (top != rects[i].top) { 1130 offset ^= 0x2; 1131 top = rects[i].top; 1132 } 1133 1134 SkPaint paint; 1135 paint.setColor(colors[offset + (i & 0x1)]); 1136 Rect r(rects[i].left, rects[i].top, rects[i].right, rects[i].bottom); 1137 drawColorRect(r.left, r.top, r.right, r.bottom, paint); 1138 } 1139} 1140#endif 1141 1142void OpenGLRenderer::drawRegionRects(const SkRegion& region, const SkPaint& paint, bool dirty) { 1143 Vector<float> rects; 1144 1145 SkRegion::Iterator it(region); 1146 while (!it.done()) { 1147 const SkIRect& r = it.rect(); 1148 rects.push(r.fLeft); 1149 rects.push(r.fTop); 1150 rects.push(r.fRight); 1151 rects.push(r.fBottom); 1152 it.next(); 1153 } 1154 1155 drawColorRects(rects.array(), rects.size(), &paint, true, dirty, false); 1156} 1157 1158void OpenGLRenderer::dirtyLayer(const float left, const float top, 1159 const float right, const float bottom, const mat4 transform) { 1160 if (hasLayer()) { 1161 Rect bounds(left, top, right, bottom); 1162 transform.mapRect(bounds); 1163 dirtyLayerUnchecked(bounds, getRegion()); 1164 } 1165} 1166 1167void OpenGLRenderer::dirtyLayer(const float left, const float top, 1168 const float right, const float bottom) { 1169 if (hasLayer()) { 1170 Rect bounds(left, top, right, bottom); 1171 dirtyLayerUnchecked(bounds, getRegion()); 1172 } 1173} 1174 1175void OpenGLRenderer::dirtyLayerUnchecked(Rect& bounds, Region* region) { 1176 if (bounds.intersect(mState.currentClipRect())) { 1177 bounds.snapToPixelBoundaries(); 1178 android::Rect dirty(bounds.left, bounds.top, bounds.right, bounds.bottom); 1179 if (!dirty.isEmpty()) { 1180 region->orSelf(dirty); 1181 } 1182 } 1183} 1184 1185void OpenGLRenderer::issueIndexedQuadDraw(Vertex* mesh, GLsizei quadsCount) { 1186 GLsizei elementsCount = quadsCount * 6; 1187 while (elementsCount > 0) { 1188 GLsizei drawCount = MathUtils::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6); 1189 1190 setupDrawIndexedVertices(&mesh[0].x); 1191 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, nullptr); 1192 1193 elementsCount -= drawCount; 1194 // Though there are 4 vertices in a quad, we use 6 indices per 1195 // quad to draw with GL_TRIANGLES 1196 mesh += (drawCount / 6) * 4; 1197 } 1198} 1199 1200void OpenGLRenderer::clearLayerRegions() { 1201 const size_t quadCount = mLayers.size(); 1202 if (quadCount == 0) return; 1203 1204 if (!mState.currentlyIgnored()) { 1205 EVENT_LOGD("clearLayerRegions"); 1206 // Doing several glScissor/glClear here can negatively impact 1207 // GPUs with a tiler architecture, instead we draw quads with 1208 // the Clear blending mode 1209 1210 // The list contains bounds that have already been clipped 1211 // against their initial clip rect, and the current clip 1212 // is likely different so we need to disable clipping here 1213 bool scissorChanged = mRenderState.scissor().setEnabled(false); 1214 1215 Vertex mesh[quadCount * 4]; 1216 Vertex* vertex = mesh; 1217 1218 for (uint32_t i = 0; i < quadCount; i++) { 1219 const Rect& bounds = mLayers[i]; 1220 1221 Vertex::set(vertex++, bounds.left, bounds.top); 1222 Vertex::set(vertex++, bounds.right, bounds.top); 1223 Vertex::set(vertex++, bounds.left, bounds.bottom); 1224 Vertex::set(vertex++, bounds.right, bounds.bottom); 1225 } 1226 // We must clear the list of dirty rects before we 1227 // call setupDraw() to prevent stencil setup to do 1228 // the same thing again 1229 mLayers.clear(); 1230 1231 if (USE_GLOPS) { 1232 Glop glop; 1233 GlopBuilder aBuilder(mRenderState, mCaches, &glop); 1234 aBuilder.setMeshIndexedQuads(&mesh[0], quadCount) 1235 .setFillClear() 1236 .setTransform(currentSnapshot()->getOrthoMatrix(), Matrix4::identity(), false) 1237 .setModelViewOffsetRect(0, 0, currentSnapshot()->getClipRect()) 1238 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1239 .build(); 1240 renderGlop(glop); 1241 } else { 1242 SkPaint clearPaint; 1243 clearPaint.setXfermodeMode(SkXfermode::kClear_Mode); 1244 1245 setupDraw(false); 1246 setupDrawColor(0.0f, 0.0f, 0.0f, 1.0f); 1247 setupDrawBlending(&clearPaint, true); 1248 setupDrawProgram(); 1249 setupDrawPureColorUniforms(); 1250 setupDrawModelView(kModelViewMode_Translate, false, 1251 0.0f, 0.0f, 0.0f, 0.0f, true); 1252 1253 issueIndexedQuadDraw(&mesh[0], quadCount); 1254 } 1255 1256 if (scissorChanged) mRenderState.scissor().setEnabled(true); 1257 } else { 1258 mLayers.clear(); 1259 } 1260} 1261 1262/////////////////////////////////////////////////////////////////////////////// 1263// State Deferral 1264/////////////////////////////////////////////////////////////////////////////// 1265 1266bool OpenGLRenderer::storeDisplayState(DeferredDisplayState& state, int stateDeferFlags) { 1267 const Rect& currentClip = mState.currentClipRect(); 1268 const mat4* currentMatrix = currentTransform(); 1269 1270 if (stateDeferFlags & kStateDeferFlag_Draw) { 1271 // state has bounds initialized in local coordinates 1272 if (!state.mBounds.isEmpty()) { 1273 currentMatrix->mapRect(state.mBounds); 1274 Rect clippedBounds(state.mBounds); 1275 // NOTE: if we ever want to use this clipping info to drive whether the scissor 1276 // is used, it should more closely duplicate the quickReject logic (in how it uses 1277 // snapToPixelBoundaries) 1278 1279 if (!clippedBounds.intersect(currentClip)) { 1280 // quick rejected 1281 return true; 1282 } 1283 1284 state.mClipSideFlags = kClipSide_None; 1285 if (!currentClip.contains(state.mBounds)) { 1286 int& flags = state.mClipSideFlags; 1287 // op partially clipped, so record which sides are clipped for clip-aware merging 1288 if (currentClip.left > state.mBounds.left) flags |= kClipSide_Left; 1289 if (currentClip.top > state.mBounds.top) flags |= kClipSide_Top; 1290 if (currentClip.right < state.mBounds.right) flags |= kClipSide_Right; 1291 if (currentClip.bottom < state.mBounds.bottom) flags |= kClipSide_Bottom; 1292 } 1293 state.mBounds.set(clippedBounds); 1294 } else { 1295 // Empty bounds implies size unknown. Label op as conservatively clipped to disable 1296 // overdraw avoidance (since we don't know what it overlaps) 1297 state.mClipSideFlags = kClipSide_ConservativeFull; 1298 state.mBounds.set(currentClip); 1299 } 1300 } 1301 1302 state.mClipValid = (stateDeferFlags & kStateDeferFlag_Clip); 1303 if (state.mClipValid) { 1304 state.mClip.set(currentClip); 1305 } 1306 1307 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations 1308 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything) 1309 state.mMatrix.load(*currentMatrix); 1310 state.mDrawModifiers = mDrawModifiers; 1311 state.mAlpha = currentSnapshot()->alpha; 1312 1313 // always store/restore, since it's just a pointer 1314 state.mRoundRectClipState = currentSnapshot()->roundRectClipState; 1315 return false; 1316} 1317 1318void OpenGLRenderer::restoreDisplayState(const DeferredDisplayState& state, bool skipClipRestore) { 1319 setMatrix(state.mMatrix); 1320 writableSnapshot()->alpha = state.mAlpha; 1321 mDrawModifiers = state.mDrawModifiers; 1322 writableSnapshot()->roundRectClipState = state.mRoundRectClipState; 1323 1324 if (state.mClipValid && !skipClipRestore) { 1325 writableSnapshot()->setClip(state.mClip.left, state.mClip.top, 1326 state.mClip.right, state.mClip.bottom); 1327 dirtyClip(); 1328 } 1329} 1330 1331/** 1332 * Merged multidraw (such as in drawText and drawBitmaps rely on the fact that no clipping is done 1333 * in the draw path. Instead, clipping is done ahead of time - either as a single clip rect (when at 1334 * least one op is clipped), or disabled entirely (because no merged op is clipped) 1335 * 1336 * This method should be called when restoreDisplayState() won't be restoring the clip 1337 */ 1338void OpenGLRenderer::setupMergedMultiDraw(const Rect* clipRect) { 1339 if (clipRect != nullptr) { 1340 writableSnapshot()->setClip(clipRect->left, clipRect->top, clipRect->right, clipRect->bottom); 1341 } else { 1342 writableSnapshot()->setClip(0, 0, mState.getWidth(), mState.getHeight()); 1343 } 1344 dirtyClip(); 1345 bool enableScissor = (clipRect != nullptr) || mScissorOptimizationDisabled; 1346 mRenderState.scissor().setEnabled(enableScissor); 1347} 1348 1349/////////////////////////////////////////////////////////////////////////////// 1350// Clipping 1351/////////////////////////////////////////////////////////////////////////////// 1352 1353void OpenGLRenderer::setScissorFromClip() { 1354 Rect clip(mState.currentClipRect()); 1355 clip.snapToPixelBoundaries(); 1356 1357 if (mRenderState.scissor().set(clip.left, getViewportHeight() - clip.bottom, 1358 clip.getWidth(), clip.getHeight())) { 1359 mState.setDirtyClip(false); 1360 } 1361} 1362 1363void OpenGLRenderer::ensureStencilBuffer() { 1364 // Thanks to the mismatch between EGL and OpenGL ES FBO we 1365 // cannot attach a stencil buffer to fbo0 dynamically. Let's 1366 // just hope we have one when hasLayer() returns false. 1367 if (hasLayer()) { 1368 attachStencilBufferToLayer(currentSnapshot()->layer); 1369 } 1370} 1371 1372void OpenGLRenderer::attachStencilBufferToLayer(Layer* layer) { 1373 // The layer's FBO is already bound when we reach this stage 1374 if (!layer->getStencilRenderBuffer()) { 1375 // GL_QCOM_tiled_rendering doesn't like it if a renderbuffer 1376 // is attached after we initiated tiling. We must turn it off, 1377 // attach the new render buffer then turn tiling back on 1378 endTiling(); 1379 1380 RenderBuffer* buffer = mCaches.renderBufferCache.get( 1381 Stencil::getSmallestStencilFormat(), 1382 layer->getWidth(), layer->getHeight()); 1383 layer->setStencilRenderBuffer(buffer); 1384 1385 startTiling(layer->clipRect, layer->layer.getHeight()); 1386 } 1387} 1388 1389static void handlePoint(std::vector<Vertex>& rectangleVertices, const Matrix4& transform, 1390 float x, float y) { 1391 Vertex v; 1392 v.x = x; 1393 v.y = y; 1394 transform.mapPoint(v.x, v.y); 1395 rectangleVertices.push_back(v); 1396} 1397 1398static void handlePointNoTransform(std::vector<Vertex>& rectangleVertices, float x, float y) { 1399 Vertex v; 1400 v.x = x; 1401 v.y = y; 1402 rectangleVertices.push_back(v); 1403} 1404 1405void OpenGLRenderer::drawRectangleList(const RectangleList& rectangleList) { 1406 int quadCount = rectangleList.getTransformedRectanglesCount(); 1407 std::vector<Vertex> rectangleVertices(quadCount * 4); 1408 Rect scissorBox = rectangleList.calculateBounds(); 1409 scissorBox.snapToPixelBoundaries(); 1410 for (int i = 0; i < quadCount; ++i) { 1411 const TransformedRectangle& tr(rectangleList.getTransformedRectangle(i)); 1412 const Matrix4& transform = tr.getTransform(); 1413 Rect bounds = tr.getBounds(); 1414 if (transform.rectToRect()) { 1415 transform.mapRect(bounds); 1416 if (!bounds.intersect(scissorBox)) { 1417 bounds.setEmpty(); 1418 } else { 1419 handlePointNoTransform(rectangleVertices, bounds.left, bounds.top); 1420 handlePointNoTransform(rectangleVertices, bounds.right, bounds.top); 1421 handlePointNoTransform(rectangleVertices, bounds.left, bounds.bottom); 1422 handlePointNoTransform(rectangleVertices, bounds.right, bounds.bottom); 1423 } 1424 } else { 1425 handlePoint(rectangleVertices, transform, bounds.left, bounds.top); 1426 handlePoint(rectangleVertices, transform, bounds.right, bounds.top); 1427 handlePoint(rectangleVertices, transform, bounds.left, bounds.bottom); 1428 handlePoint(rectangleVertices, transform, bounds.right, bounds.bottom); 1429 } 1430 } 1431 1432 mRenderState.scissor().set(scissorBox.left, getViewportHeight() - scissorBox.bottom, 1433 scissorBox.getWidth(), scissorBox.getHeight()); 1434 1435 if (USE_GLOPS) { 1436 Glop glop; 1437 GlopBuilder aBuilder(mRenderState, mCaches, &glop); 1438 aBuilder.setMeshIndexedQuads(&rectangleVertices[0], rectangleVertices.size() / 4) 1439 .setFillBlack() 1440 .setTransform(currentSnapshot()->getOrthoMatrix(), Matrix4::identity(), false) 1441 .setModelViewOffsetRect(0, 0, scissorBox) 1442 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 1443 .build(); 1444 renderGlop(glop); 1445 return; 1446 } 1447 1448 const SkPaint* paint = nullptr; 1449 setupDraw(); 1450 setupDrawNoTexture(); 1451 setupDrawColor(0, 0xff * currentSnapshot()->alpha); 1452 setupDrawShader(getShader(paint)); 1453 setupDrawColorFilter(getColorFilter(paint)); 1454 setupDrawBlending(paint); 1455 setupDrawProgram(); 1456 setupDrawDirtyRegionsDisabled(); 1457 setupDrawModelView(kModelViewMode_Translate, false, 1458 0.0f, 0.0f, 0.0f, 0.0f, true); 1459 setupDrawColorUniforms(getShader(paint)); 1460 setupDrawShaderUniforms(getShader(paint)); 1461 setupDrawColorFilterUniforms(getColorFilter(paint)); 1462 1463 issueIndexedQuadDraw(&rectangleVertices[0], rectangleVertices.size() / 4); 1464} 1465 1466void OpenGLRenderer::setStencilFromClip() { 1467 if (!mCaches.debugOverdraw) { 1468 if (!currentSnapshot()->clipIsSimple()) { 1469 int incrementThreshold; 1470 EVENT_LOGD("setStencilFromClip - enabling"); 1471 1472 // NOTE: The order here is important, we must set dirtyClip to false 1473 // before any draw call to avoid calling back into this method 1474 mState.setDirtyClip(false); 1475 1476 ensureStencilBuffer(); 1477 1478 const ClipArea& clipArea = currentSnapshot()->getClipArea(); 1479 1480 bool isRectangleList = clipArea.isRectangleList(); 1481 if (isRectangleList) { 1482 incrementThreshold = clipArea.getRectangleList().getTransformedRectanglesCount(); 1483 } else { 1484 incrementThreshold = 0; 1485 } 1486 1487 mRenderState.stencil().enableWrite(incrementThreshold); 1488 1489 // Clean and update the stencil, but first make sure we restrict drawing 1490 // to the region's bounds 1491 bool resetScissor = mRenderState.scissor().setEnabled(true); 1492 if (resetScissor) { 1493 // The scissor was not set so we now need to update it 1494 setScissorFromClip(); 1495 } 1496 1497 mRenderState.stencil().clear(); 1498 1499 // stash and disable the outline clip state, since stencil doesn't account for outline 1500 bool storedSkipOutlineClip = mSkipOutlineClip; 1501 mSkipOutlineClip = true; 1502 1503 SkPaint paint; 1504 paint.setColor(SK_ColorBLACK); 1505 paint.setXfermodeMode(SkXfermode::kSrc_Mode); 1506 1507 if (isRectangleList) { 1508 drawRectangleList(clipArea.getRectangleList()); 1509 } else { 1510 // NOTE: We could use the region contour path to generate a smaller mesh 1511 // Since we are using the stencil we could use the red book path 1512 // drawing technique. It might increase bandwidth usage though. 1513 1514 // The last parameter is important: we are not drawing in the color buffer 1515 // so we don't want to dirty the current layer, if any 1516 drawRegionRects(clipArea.getClipRegion(), paint, false); 1517 } 1518 if (resetScissor) mRenderState.scissor().setEnabled(false); 1519 mSkipOutlineClip = storedSkipOutlineClip; 1520 1521 mRenderState.stencil().enableTest(incrementThreshold); 1522 1523 // Draw the region used to generate the stencil if the appropriate debug 1524 // mode is enabled 1525 // TODO: Implement for rectangle list clip areas 1526 if (mCaches.debugStencilClip == Caches::kStencilShowRegion && 1527 !clipArea.isRectangleList()) { 1528 paint.setColor(0x7f0000ff); 1529 paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); 1530 drawRegionRects(currentSnapshot()->getClipRegion(), paint); 1531 } 1532 } else { 1533 EVENT_LOGD("setStencilFromClip - disabling"); 1534 mRenderState.stencil().disable(); 1535 } 1536 } 1537} 1538 1539/** 1540 * Returns false and sets scissor enable based upon bounds if drawing won't be clipped out. 1541 * 1542 * @param paint if not null, the bounds will be expanded to account for stroke depending on paint 1543 * style, and tessellated AA ramp 1544 */ 1545bool OpenGLRenderer::quickRejectSetupScissor(float left, float top, float right, float bottom, 1546 const SkPaint* paint) { 1547 bool snapOut = paint && paint->isAntiAlias(); 1548 1549 if (paint && paint->getStyle() != SkPaint::kFill_Style) { 1550 float outset = paint->getStrokeWidth() * 0.5f; 1551 left -= outset; 1552 top -= outset; 1553 right += outset; 1554 bottom += outset; 1555 } 1556 1557 bool clipRequired = false; 1558 bool roundRectClipRequired = false; 1559 if (mState.calculateQuickRejectForScissor(left, top, right, bottom, 1560 &clipRequired, &roundRectClipRequired, snapOut)) { 1561 return true; 1562 } 1563 1564 // not quick rejected, so enable the scissor if clipRequired 1565 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 1566 mSkipOutlineClip = !roundRectClipRequired; 1567 return false; 1568} 1569 1570void OpenGLRenderer::debugClip() { 1571#if DEBUG_CLIP_REGIONS 1572 if (!currentSnapshot()->clipRegion->isEmpty()) { 1573 SkPaint paint; 1574 paint.setColor(0x7f00ff00); 1575 drawRegionRects(*(currentSnapshot()->clipRegion, paint); 1576 1577 } 1578#endif 1579} 1580 1581void OpenGLRenderer::renderGlop(const Glop& glop) { 1582 if (mState.getDirtyClip()) { 1583 if (mRenderState.scissor().isEnabled()) { 1584 setScissorFromClip(); 1585 } 1586 1587 setStencilFromClip(); 1588 } 1589 mRenderState.render(glop); 1590 1591 if (!mRenderState.stencil().isWriteEnabled()) { 1592 // TODO: specify more clearly when a draw should dirty the layer. 1593 // is writing to the stencil the only time we should ignore this? 1594 dirtyLayer(glop.bounds.left, glop.bounds.top, glop.bounds.right, glop.bounds.bottom); 1595 mDirty = true; 1596 } 1597} 1598 1599/////////////////////////////////////////////////////////////////////////////// 1600// Drawing commands 1601/////////////////////////////////////////////////////////////////////////////// 1602 1603void OpenGLRenderer::setupDraw(bool clearLayer) { 1604 // TODO: It would be best if we could do this before quickRejectSetupScissor() 1605 // changes the scissor test state 1606 if (clearLayer) clearLayerRegions(); 1607 // Make sure setScissor & setStencil happen at the beginning of 1608 // this method 1609 if (mState.getDirtyClip()) { 1610 if (mRenderState.scissor().isEnabled()) { 1611 setScissorFromClip(); 1612 } 1613 1614 setStencilFromClip(); 1615 } 1616 1617 mDescription.reset(); 1618 1619 mSetShaderColor = false; 1620 mColorSet = false; 1621 mColor.a = mColor.r = mColor.g = mColor.b = 0.0f; 1622 mTextureUnit = 0; 1623 mTrackDirtyRegions = true; 1624 1625 // Enable debug highlight when what we're about to draw is tested against 1626 // the stencil buffer and if stencil highlight debugging is on 1627 mDescription.hasDebugHighlight = !mCaches.debugOverdraw 1628 && mCaches.debugStencilClip == Caches::kStencilShowHighlight 1629 && mRenderState.stencil().isTestEnabled(); 1630} 1631 1632void OpenGLRenderer::setupDrawWithTexture(bool isAlpha8) { 1633 mDescription.hasTexture = true; 1634 mDescription.hasAlpha8Texture = isAlpha8; 1635} 1636 1637void OpenGLRenderer::setupDrawWithTextureAndColor(bool isAlpha8) { 1638 mDescription.hasTexture = true; 1639 mDescription.hasColors = true; 1640 mDescription.hasAlpha8Texture = isAlpha8; 1641} 1642 1643void OpenGLRenderer::setupDrawWithExternalTexture() { 1644 mDescription.hasExternalTexture = true; 1645} 1646 1647void OpenGLRenderer::setupDrawNoTexture() { 1648 mRenderState.meshState().disableTexCoordsVertexArray(); 1649} 1650 1651void OpenGLRenderer::setupDrawVertexAlpha(bool useShadowAlphaInterp) { 1652 mDescription.hasVertexAlpha = true; 1653 mDescription.useShadowAlphaInterp = useShadowAlphaInterp; 1654} 1655 1656void OpenGLRenderer::setupDrawColor(int color, int alpha) { 1657 mColor.a = alpha / 255.0f; 1658 mColor.r = mColor.a * ((color >> 16) & 0xFF) / 255.0f; 1659 mColor.g = mColor.a * ((color >> 8) & 0xFF) / 255.0f; 1660 mColor.b = mColor.a * ((color ) & 0xFF) / 255.0f; 1661 mColorSet = true; 1662 mSetShaderColor = mDescription.setColorModulate(mColor.a); 1663} 1664 1665void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) { 1666 mColor.a = alpha / 255.0f; 1667 mColor.r = mColor.a * ((color >> 16) & 0xFF) / 255.0f; 1668 mColor.g = mColor.a * ((color >> 8) & 0xFF) / 255.0f; 1669 mColor.b = mColor.a * ((color ) & 0xFF) / 255.0f; 1670 mColorSet = true; 1671 mSetShaderColor = mDescription.setAlpha8ColorModulate(mColor.r, mColor.g, mColor.b, mColor.a); 1672} 1673 1674void OpenGLRenderer::setupDrawTextGamma(const SkPaint* paint) { 1675 mCaches.fontRenderer->describe(mDescription, paint); 1676} 1677 1678void OpenGLRenderer::setupDrawColor(float r, float g, float b, float a) { 1679 mColor.a = a; 1680 mColor.r = r; 1681 mColor.g = g; 1682 mColor.b = b; 1683 mColorSet = true; 1684 mSetShaderColor = mDescription.setColorModulate(a); 1685} 1686 1687void OpenGLRenderer::setupDrawShader(const SkShader* shader) { 1688 if (shader != nullptr) { 1689 SkiaShader::describe(&mCaches, mDescription, mCaches.extensions(), *shader); 1690 } 1691} 1692 1693void OpenGLRenderer::setupDrawColorFilter(const SkColorFilter* filter) { 1694 if (filter == nullptr) { 1695 return; 1696 } 1697 1698 SkXfermode::Mode mode; 1699 if (filter->asColorMode(nullptr, &mode)) { 1700 mDescription.colorOp = ProgramDescription::kColorBlend; 1701 mDescription.colorMode = mode; 1702 } else if (filter->asColorMatrix(nullptr)) { 1703 mDescription.colorOp = ProgramDescription::kColorMatrix; 1704 } 1705} 1706 1707void OpenGLRenderer::accountForClear(SkXfermode::Mode mode) { 1708 if (mColorSet && mode == SkXfermode::kClear_Mode) { 1709 mColor.a = 1.0f; 1710 mColor.r = mColor.g = mColor.b = 0.0f; 1711 mSetShaderColor = mDescription.modulate = true; 1712 } 1713} 1714 1715void OpenGLRenderer::setupDrawBlending(const Layer* layer, bool swapSrcDst) { 1716 SkXfermode::Mode mode = layer->getMode(); 1717 // When the blending mode is kClear_Mode, we need to use a modulate color 1718 // argb=1,0,0,0 1719 accountForClear(mode); 1720 // TODO: check shader blending, once we have shader drawing support for layers. 1721 bool blend = layer->isBlend() 1722 || getLayerAlpha(layer) < 1.0f 1723 || (mColorSet && mColor.a < 1.0f) 1724 || PaintUtils::isBlendedColorFilter(layer->getColorFilter()); 1725 chooseBlending(blend, mode, mDescription, swapSrcDst); 1726} 1727 1728void OpenGLRenderer::setupDrawBlending(const SkPaint* paint, bool blend, bool swapSrcDst) { 1729 SkXfermode::Mode mode = getXfermodeDirect(paint); 1730 // When the blending mode is kClear_Mode, we need to use a modulate color 1731 // argb=1,0,0,0 1732 accountForClear(mode); 1733 blend |= (mColorSet && mColor.a < 1.0f) 1734 || (getShader(paint) && !getShader(paint)->isOpaque()) 1735 || PaintUtils::isBlendedColorFilter(getColorFilter(paint)); 1736 chooseBlending(blend, mode, mDescription, swapSrcDst); 1737} 1738 1739void OpenGLRenderer::setupDrawProgram() { 1740 mCaches.setProgram(mDescription); 1741 if (mDescription.hasRoundRectClip) { 1742 // TODO: avoid doing this repeatedly, stashing state pointer in program 1743 const RoundRectClipState* state = writableSnapshot()->roundRectClipState; 1744 const Rect& innerRect = state->innerRect; 1745 glUniform4f(mCaches.program().getUniform("roundRectInnerRectLTRB"), 1746 innerRect.left, innerRect.top, 1747 innerRect.right, innerRect.bottom); 1748 glUniformMatrix4fv(mCaches.program().getUniform("roundRectInvTransform"), 1749 1, GL_FALSE, &state->matrix.data[0]); 1750 1751 // add half pixel to round out integer rect space to cover pixel centers 1752 float roundedOutRadius = state->radius + 0.5f; 1753 glUniform1f(mCaches.program().getUniform("roundRectRadius"), 1754 roundedOutRadius); 1755 } 1756} 1757 1758void OpenGLRenderer::setupDrawDirtyRegionsDisabled() { 1759 mTrackDirtyRegions = false; 1760} 1761 1762void OpenGLRenderer::setupDrawModelView(ModelViewMode mode, bool offset, 1763 float left, float top, float right, float bottom, bool ignoreTransform) { 1764 mModelViewMatrix.loadTranslate(left, top, 0.0f); 1765 if (mode == kModelViewMode_TranslateAndScale) { 1766 mModelViewMatrix.scale(right - left, bottom - top, 1.0f); 1767 } 1768 1769 bool dirty = right - left > 0.0f && bottom - top > 0.0f; 1770 const Matrix4& transformMatrix = ignoreTransform ? Matrix4::identity() : *currentTransform(); 1771 1772 mCaches.program().set(currentSnapshot()->getOrthoMatrix(), 1773 mModelViewMatrix, transformMatrix, offset); 1774 if (dirty && mTrackDirtyRegions) { 1775 if (!ignoreTransform) { 1776 dirtyLayer(left, top, right, bottom, *currentTransform()); 1777 } else { 1778 dirtyLayer(left, top, right, bottom); 1779 } 1780 } 1781} 1782 1783void OpenGLRenderer::setupDrawColorUniforms(bool hasShader) { 1784 if ((mColorSet && !hasShader) || (hasShader && mSetShaderColor)) { 1785 mCaches.program().setColor(mColor); 1786 } 1787} 1788 1789void OpenGLRenderer::setupDrawPureColorUniforms() { 1790 if (mSetShaderColor) { 1791 mCaches.program().setColor(mColor); 1792 } 1793} 1794 1795void OpenGLRenderer::setupDrawShaderUniforms(const SkShader* shader, bool ignoreTransform) { 1796 if (shader == nullptr) { 1797 return; 1798 } 1799 1800 if (ignoreTransform) { 1801 // if ignoreTransform=true was passed to setupDrawModelView, undo currentTransform() 1802 // because it was built into modelView / the geometry, and the description needs to 1803 // compensate. 1804 mat4 modelViewWithoutTransform; 1805 modelViewWithoutTransform.loadInverse(*currentTransform()); 1806 modelViewWithoutTransform.multiply(mModelViewMatrix); 1807 mModelViewMatrix.load(modelViewWithoutTransform); 1808 } 1809 1810 SkiaShader::setupProgram(&mCaches, mModelViewMatrix, &mTextureUnit, 1811 mCaches.extensions(), *shader); 1812} 1813 1814void OpenGLRenderer::setupDrawColorFilterUniforms(const SkColorFilter* filter) { 1815 if (nullptr == filter) { 1816 return; 1817 } 1818 1819 SkColor color; 1820 SkXfermode::Mode mode; 1821 if (filter->asColorMode(&color, &mode)) { 1822 const int alpha = SkColorGetA(color); 1823 const GLfloat a = alpha / 255.0f; 1824 const GLfloat r = a * SkColorGetR(color) / 255.0f; 1825 const GLfloat g = a * SkColorGetG(color) / 255.0f; 1826 const GLfloat b = a * SkColorGetB(color) / 255.0f; 1827 glUniform4f(mCaches.program().getUniform("colorBlend"), r, g, b, a); 1828 return; 1829 } 1830 1831 SkScalar srcColorMatrix[20]; 1832 if (filter->asColorMatrix(srcColorMatrix)) { 1833 1834 float colorMatrix[16]; 1835 memcpy(colorMatrix, srcColorMatrix, 4 * sizeof(float)); 1836 memcpy(&colorMatrix[4], &srcColorMatrix[5], 4 * sizeof(float)); 1837 memcpy(&colorMatrix[8], &srcColorMatrix[10], 4 * sizeof(float)); 1838 memcpy(&colorMatrix[12], &srcColorMatrix[15], 4 * sizeof(float)); 1839 1840 // Skia uses the range [0..255] for the addition vector, but we need 1841 // the [0..1] range to apply the vector in GLSL 1842 float colorVector[4]; 1843 colorVector[0] = srcColorMatrix[4] / 255.0f; 1844 colorVector[1] = srcColorMatrix[9] / 255.0f; 1845 colorVector[2] = srcColorMatrix[14] / 255.0f; 1846 colorVector[3] = srcColorMatrix[19] / 255.0f; 1847 1848 glUniformMatrix4fv(mCaches.program().getUniform("colorMatrix"), 1, 1849 GL_FALSE, colorMatrix); 1850 glUniform4fv(mCaches.program().getUniform("colorMatrixVector"), 1, colorVector); 1851 return; 1852 } 1853 1854 // it is an error if we ever get here 1855} 1856 1857void OpenGLRenderer::setupDrawTextGammaUniforms() { 1858 mCaches.fontRenderer->setupProgram(mDescription, mCaches.program()); 1859} 1860 1861void OpenGLRenderer::setupDrawSimpleMesh() { 1862 bool force = mRenderState.meshState().bindMeshBuffer(); 1863 mRenderState.meshState().bindPositionVertexPointer(force, nullptr); 1864 mRenderState.meshState().unbindIndicesBuffer(); 1865} 1866 1867void OpenGLRenderer::setupDrawTexture(GLuint texture) { 1868 if (texture) mCaches.textureState().bindTexture(texture); 1869 mTextureUnit++; 1870 mRenderState.meshState().enableTexCoordsVertexArray(); 1871} 1872 1873void OpenGLRenderer::setupDrawExternalTexture(GLuint texture) { 1874 mCaches.textureState().bindTexture(GL_TEXTURE_EXTERNAL_OES, texture); 1875 mTextureUnit++; 1876 mRenderState.meshState().enableTexCoordsVertexArray(); 1877} 1878 1879void OpenGLRenderer::setupDrawTextureTransform() { 1880 mDescription.hasTextureTransform = true; 1881} 1882 1883void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) { 1884 glUniformMatrix4fv(mCaches.program().getUniform("mainTextureTransform"), 1, 1885 GL_FALSE, &transform.data[0]); 1886} 1887 1888void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1889 const GLvoid* texCoords, GLuint vbo) { 1890 bool force = false; 1891 if (!vertices || vbo) { 1892 force = mRenderState.meshState().bindMeshBuffer(vbo); 1893 } else { 1894 force = mRenderState.meshState().unbindMeshBuffer(); 1895 } 1896 1897 mRenderState.meshState().bindPositionVertexPointer(force, vertices); 1898 if (mCaches.program().texCoords >= 0) { 1899 mRenderState.meshState().bindTexCoordsVertexPointer(force, texCoords); 1900 } 1901 1902 mRenderState.meshState().unbindIndicesBuffer(); 1903} 1904 1905void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices, 1906 const GLvoid* texCoords, const GLvoid* colors) { 1907 bool force = mRenderState.meshState().unbindMeshBuffer(); 1908 GLsizei stride = sizeof(ColorTextureVertex); 1909 1910 mRenderState.meshState().bindPositionVertexPointer(force, vertices, stride); 1911 if (mCaches.program().texCoords >= 0) { 1912 mRenderState.meshState().bindTexCoordsVertexPointer(force, texCoords, stride); 1913 } 1914 int slot = mCaches.program().getAttrib("colors"); 1915 if (slot >= 0) { 1916 glEnableVertexAttribArray(slot); 1917 glVertexAttribPointer(slot, 4, GL_FLOAT, GL_FALSE, stride, colors); 1918 } 1919 1920 mRenderState.meshState().unbindIndicesBuffer(); 1921} 1922 1923void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices, 1924 const GLvoid* texCoords, GLuint vbo) { 1925 bool force = false; 1926 // If vbo is != 0 we want to treat the vertices parameter as an offset inside 1927 // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to 1928 // use the default VBO found in RenderState 1929 if (!vertices || vbo) { 1930 force = mRenderState.meshState().bindMeshBuffer(vbo); 1931 } else { 1932 force = mRenderState.meshState().unbindMeshBuffer(); 1933 } 1934 mRenderState.meshState().bindQuadIndicesBuffer(); 1935 1936 mRenderState.meshState().bindPositionVertexPointer(force, vertices); 1937 if (mCaches.program().texCoords >= 0) { 1938 mRenderState.meshState().bindTexCoordsVertexPointer(force, texCoords); 1939 } 1940} 1941 1942void OpenGLRenderer::setupDrawIndexedVertices(GLvoid* vertices) { 1943 bool force = mRenderState.meshState().unbindMeshBuffer(); 1944 mRenderState.meshState().bindQuadIndicesBuffer(); 1945 mRenderState.meshState().bindPositionVertexPointer(force, vertices, kVertexStride); 1946} 1947 1948/////////////////////////////////////////////////////////////////////////////// 1949// Drawing 1950/////////////////////////////////////////////////////////////////////////////// 1951 1952void OpenGLRenderer::drawRenderNode(RenderNode* renderNode, Rect& dirty, int32_t replayFlags) { 1953 // All the usual checks and setup operations (quickReject, setupDraw, etc.) 1954 // will be performed by the display list itself 1955 if (renderNode && renderNode->isRenderable()) { 1956 // compute 3d ordering 1957 renderNode->computeOrdering(); 1958 if (CC_UNLIKELY(mCaches.drawDeferDisabled)) { 1959 startFrame(); 1960 ReplayStateStruct replayStruct(*this, dirty, replayFlags); 1961 renderNode->replay(replayStruct, 0); 1962 return; 1963 } 1964 1965 // Don't avoid overdraw when visualizing, since that makes it harder to 1966 // debug where it's coming from, and when the problem occurs. 1967 bool avoidOverdraw = !mCaches.debugOverdraw; 1968 DeferredDisplayList deferredList(mState.currentClipRect(), avoidOverdraw); 1969 DeferStateStruct deferStruct(deferredList, *this, replayFlags); 1970 renderNode->defer(deferStruct, 0); 1971 1972 flushLayers(); 1973 startFrame(); 1974 1975 deferredList.flush(*this, dirty); 1976 } else { 1977 // Even if there is no drawing command(Ex: invisible), 1978 // it still needs startFrame to clear buffer and start tiling. 1979 startFrame(); 1980 } 1981} 1982 1983void OpenGLRenderer::drawAlphaBitmap(Texture* texture, const SkPaint* paint) { 1984 float x = 0; 1985 float y = 0; 1986 1987 texture->setWrap(GL_CLAMP_TO_EDGE, true); 1988 1989 bool ignoreTransform = false; 1990 if (currentTransform()->isPureTranslate()) { 1991 x = (int) floorf(currentTransform()->getTranslateX() + 0.5f); 1992 y = (int) floorf(currentTransform()->getTranslateY() + 0.5f); 1993 ignoreTransform = true; 1994 1995 texture->setFilter(GL_NEAREST, true); 1996 } else { 1997 texture->setFilter(PaintUtils::getFilter(paint), true); 1998 } 1999 2000 // No need to check for a UV mapper on the texture object, only ARGB_8888 2001 // bitmaps get packed in the atlas 2002 drawAlpha8TextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 2003 paint, (GLvoid*) nullptr, (GLvoid*) kMeshTextureOffset, 2004 GL_TRIANGLE_STRIP, kUnitQuadCount, ignoreTransform); 2005} 2006 2007/** 2008 * Important note: this method is intended to draw batches of bitmaps and 2009 * will not set the scissor enable or dirty the current layer, if any. 2010 * The caller is responsible for properly dirtying the current layer. 2011 */ 2012void OpenGLRenderer::drawBitmaps(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2013 int bitmapCount, TextureVertex* vertices, bool pureTranslate, 2014 const Rect& bounds, const SkPaint* paint) { 2015 mCaches.textureState().activateTexture(0); 2016 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2017 if (!texture) return; 2018 2019 const AutoTexture autoCleanup(texture); 2020 2021 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2022 texture->setFilter(pureTranslate ? GL_NEAREST : PaintUtils::getFilter(paint), true); 2023 2024 const float x = (int) floorf(bounds.left + 0.5f); 2025 const float y = (int) floorf(bounds.top + 0.5f); 2026 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2027 drawAlpha8TextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2028 texture->id, paint, &vertices[0].x, &vertices[0].u, 2029 GL_TRIANGLES, bitmapCount * 6, true, 2030 kModelViewMode_Translate, false); 2031 } else { 2032 drawTextureMesh(x, y, x + bounds.getWidth(), y + bounds.getHeight(), 2033 texture->id, paint, texture->blend, &vertices[0].x, &vertices[0].u, 2034 GL_TRIANGLES, bitmapCount * 6, false, true, 0, 2035 kModelViewMode_Translate, false); 2036 } 2037 2038 mDirty = true; 2039} 2040 2041void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, const SkPaint* paint) { 2042 if (quickRejectSetupScissor(0, 0, bitmap->width(), bitmap->height())) { 2043 return; 2044 } 2045 2046 mCaches.textureState().activateTexture(0); 2047 Texture* texture = getTexture(bitmap); 2048 if (!texture) return; 2049 const AutoTexture autoCleanup(texture); 2050 2051 if (USE_GLOPS) { 2052 bool isAlpha8Texture = bitmap->colorType() == kAlpha_8_SkColorType; 2053 Glop glop; 2054 GlopBuilder aBuilder(mRenderState, mCaches, &glop); 2055 aBuilder.setMeshTexturedUnitQuad(texture->uvMapper) 2056 .setFillTexturePaint(*texture, isAlpha8Texture, paint, currentSnapshot()->alpha) 2057 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 2058 .setModelViewMapUnitToRectSnap(Rect(0, 0, texture->width, texture->height)) 2059 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2060 .build(); 2061 renderGlop(glop); 2062 return; 2063 } 2064 2065 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2066 drawAlphaBitmap(texture, paint); 2067 } else { 2068 drawTextureRect(texture, paint); 2069 } 2070 2071 mDirty = true; 2072} 2073 2074void OpenGLRenderer::drawBitmapMesh(const SkBitmap* bitmap, int meshWidth, int meshHeight, 2075 const float* vertices, const int* colors, const SkPaint* paint) { 2076 if (!vertices || mState.currentlyIgnored()) { 2077 return; 2078 } 2079 2080 // TODO: use quickReject on bounds from vertices 2081 mRenderState.scissor().setEnabled(true); 2082 2083 float left = FLT_MAX; 2084 float top = FLT_MAX; 2085 float right = FLT_MIN; 2086 float bottom = FLT_MIN; 2087 2088 const uint32_t count = meshWidth * meshHeight * 6; 2089 2090 std::unique_ptr<ColorTextureVertex[]> mesh(new ColorTextureVertex[count]); 2091 ColorTextureVertex* vertex = &mesh[0]; 2092 2093 std::unique_ptr<int[]> tempColors; 2094 if (!colors) { 2095 uint32_t colorsCount = (meshWidth + 1) * (meshHeight + 1); 2096 tempColors.reset(new int[colorsCount]); 2097 memset(tempColors.get(), 0xff, colorsCount * sizeof(int)); 2098 colors = tempColors.get(); 2099 } 2100 2101 mCaches.textureState().activateTexture(0); 2102 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap); 2103 const UvMapper& mapper(getMapper(texture)); 2104 2105 for (int32_t y = 0; y < meshHeight; y++) { 2106 for (int32_t x = 0; x < meshWidth; x++) { 2107 uint32_t i = (y * (meshWidth + 1) + x) * 2; 2108 2109 float u1 = float(x) / meshWidth; 2110 float u2 = float(x + 1) / meshWidth; 2111 float v1 = float(y) / meshHeight; 2112 float v2 = float(y + 1) / meshHeight; 2113 2114 mapper.map(u1, v1, u2, v2); 2115 2116 int ax = i + (meshWidth + 1) * 2; 2117 int ay = ax + 1; 2118 int bx = i; 2119 int by = bx + 1; 2120 int cx = i + 2; 2121 int cy = cx + 1; 2122 int dx = i + (meshWidth + 1) * 2 + 2; 2123 int dy = dx + 1; 2124 2125 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2126 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2127 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2128 2129 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]); 2130 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]); 2131 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]); 2132 2133 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2134 top = fminf(top, fminf(vertices[ay], fminf(vertices[by], vertices[cy]))); 2135 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx]))); 2136 bottom = fmaxf(bottom, fmaxf(vertices[ay], fmaxf(vertices[by], vertices[cy]))); 2137 } 2138 } 2139 2140 if (quickRejectSetupScissor(left, top, right, bottom)) { 2141 return; 2142 } 2143 2144 if (!texture) { 2145 texture = mCaches.textureCache.get(bitmap); 2146 if (!texture) { 2147 return; 2148 } 2149 } 2150 const AutoTexture autoCleanup(texture); 2151 2152 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2153 texture->setFilter(PaintUtils::getFilter(paint), true); 2154 2155 int alpha; 2156 SkXfermode::Mode mode; 2157 getAlphaAndMode(paint, &alpha, &mode); 2158 2159 float a = alpha / 255.0f; 2160 2161 if (hasLayer()) { 2162 dirtyLayer(left, top, right, bottom, *currentTransform()); 2163 } 2164 2165 setupDraw(); 2166 setupDrawWithTextureAndColor(); 2167 setupDrawColor(a, a, a, a); 2168 setupDrawColorFilter(getColorFilter(paint)); 2169 setupDrawBlending(paint, true); 2170 setupDrawProgram(); 2171 setupDrawDirtyRegionsDisabled(); 2172 setupDrawModelView(kModelViewMode_Translate, false, 0, 0, 0, 0); 2173 setupDrawTexture(texture->id); 2174 setupDrawPureColorUniforms(); 2175 setupDrawColorFilterUniforms(getColorFilter(paint)); 2176 setupDrawMesh(&mesh[0].x, &mesh[0].u, &mesh[0].r); 2177 2178 glDrawArrays(GL_TRIANGLES, 0, count); 2179 2180 int slot = mCaches.program().getAttrib("colors"); 2181 if (slot >= 0) { 2182 glDisableVertexAttribArray(slot); 2183 } 2184 2185 mDirty = true; 2186} 2187 2188void OpenGLRenderer::drawBitmap(const SkBitmap* bitmap, Rect src, Rect dst, const SkPaint* paint) { 2189 if (quickRejectSetupScissor(dst)) { 2190 return; 2191 } 2192 2193 Texture* texture = getTexture(bitmap); 2194 if (!texture) return; 2195 const AutoTexture autoCleanup(texture); 2196 2197 if (USE_GLOPS) { 2198 Rect uv(fmax(0.0f, src.left / texture->width), 2199 fmax(0.0f, src.top / texture->height), 2200 fmin(1.0f, src.right / texture->width), 2201 fmin(1.0f, src.bottom / texture->height)); 2202 2203 bool isAlpha8Texture = bitmap->colorType() == kAlpha_8_SkColorType; 2204 Glop glop; 2205 GlopBuilder aBuilder(mRenderState, mCaches, &glop); 2206 aBuilder.setMeshTexturedUvQuad(texture->uvMapper, uv) 2207 .setFillTexturePaint(*texture, isAlpha8Texture, paint, currentSnapshot()->alpha) 2208 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 2209 .setModelViewMapUnitToRectSnap(dst) 2210 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2211 .build(); 2212 renderGlop(glop); 2213 return; 2214 } 2215 2216 mCaches.textureState().activateTexture(0); 2217 2218 const float width = texture->width; 2219 const float height = texture->height; 2220 2221 float u1 = fmax(0.0f, src.left / width); 2222 float v1 = fmax(0.0f, src.top / height); 2223 float u2 = fmin(1.0f, src.right / width); 2224 float v2 = fmin(1.0f, src.bottom / height); 2225 2226 getMapper(texture).map(u1, v1, u2, v2); 2227 2228 mRenderState.meshState().unbindMeshBuffer(); 2229 resetDrawTextureTexCoords(u1, v1, u2, v2); 2230 2231 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2232 2233 float scaleX = (dst.right - dst.left) / (src.right - src.left); 2234 float scaleY = (dst.bottom - dst.top) / (src.bottom - src.top); 2235 2236 bool scaled = scaleX != 1.0f || scaleY != 1.0f; 2237 bool ignoreTransform = false; 2238 2239 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 2240 float x = (int) floorf(dst.left + currentTransform()->getTranslateX() + 0.5f); 2241 float y = (int) floorf(dst.top + currentTransform()->getTranslateY() + 0.5f); 2242 2243 dst.right = x + (dst.right - dst.left); 2244 dst.bottom = y + (dst.bottom - dst.top); 2245 2246 dst.left = x; 2247 dst.top = y; 2248 2249 texture->setFilter(scaled ? PaintUtils::getFilter(paint) : GL_NEAREST, true); 2250 ignoreTransform = true; 2251 } else { 2252 texture->setFilter(PaintUtils::getFilter(paint), true); 2253 } 2254 2255 if (CC_UNLIKELY(bitmap->colorType() == kAlpha_8_SkColorType)) { 2256 drawAlpha8TextureMesh(dst.left, dst.top, dst.right, dst.bottom, 2257 texture->id, paint, 2258 &mMeshVertices[0].x, &mMeshVertices[0].u, 2259 GL_TRIANGLE_STRIP, kUnitQuadCount, ignoreTransform); 2260 } else { 2261 drawTextureMesh(dst.left, dst.top, dst.right, dst.bottom, 2262 texture->id, paint, texture->blend, 2263 &mMeshVertices[0].x, &mMeshVertices[0].u, 2264 GL_TRIANGLE_STRIP, kUnitQuadCount, false, ignoreTransform); 2265 } 2266 2267 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 2268 2269 mDirty = true; 2270} 2271 2272void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Res_png_9patch* patch, 2273 float left, float top, float right, float bottom, const SkPaint* paint) { 2274 if (quickRejectSetupScissor(left, top, right, bottom)) { 2275 return; 2276 } 2277 2278 AssetAtlas::Entry* entry = mRenderState.assetAtlas().getEntry(bitmap); 2279 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), 2280 right - left, bottom - top, patch); 2281 2282 drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint); 2283} 2284 2285void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, 2286 AssetAtlas::Entry* entry, float left, float top, float right, float bottom, 2287 const SkPaint* paint) { 2288 if (quickRejectSetupScissor(left, top, right, bottom)) { 2289 return; 2290 } 2291 2292 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) { 2293 mCaches.textureState().activateTexture(0); 2294 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2295 if (!texture) return; 2296 const AutoTexture autoCleanup(texture); 2297 2298 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2299 texture->setFilter(GL_LINEAR, true); 2300 2301 const bool pureTranslate = currentTransform()->isPureTranslate(); 2302 // Mark the current layer dirty where we are going to draw the patch 2303 if (hasLayer() && mesh->hasEmptyQuads) { 2304 const float offsetX = left + currentTransform()->getTranslateX(); 2305 const float offsetY = top + currentTransform()->getTranslateY(); 2306 const size_t count = mesh->quads.size(); 2307 for (size_t i = 0; i < count; i++) { 2308 const Rect& bounds = mesh->quads.itemAt(i); 2309 if (CC_LIKELY(pureTranslate)) { 2310 const float x = (int) floorf(bounds.left + offsetX + 0.5f); 2311 const float y = (int) floorf(bounds.top + offsetY + 0.5f); 2312 dirtyLayer(x, y, x + bounds.getWidth(), y + bounds.getHeight()); 2313 } else { 2314 dirtyLayer(left + bounds.left, top + bounds.top, 2315 left + bounds.right, top + bounds.bottom, *currentTransform()); 2316 } 2317 } 2318 } 2319 2320 bool ignoreTransform = false; 2321 if (CC_LIKELY(pureTranslate)) { 2322 const float x = (int) floorf(left + currentTransform()->getTranslateX() + 0.5f); 2323 const float y = (int) floorf(top + currentTransform()->getTranslateY() + 0.5f); 2324 2325 right = x + right - left; 2326 bottom = y + bottom - top; 2327 left = x; 2328 top = y; 2329 ignoreTransform = true; 2330 } 2331 drawIndexedTextureMesh(left, top, right, bottom, texture->id, paint, 2332 texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset, 2333 GL_TRIANGLES, mesh->indexCount, false, ignoreTransform, 2334 mCaches.patchCache.getMeshBuffer(), kModelViewMode_Translate, !mesh->hasEmptyQuads); 2335 } 2336 2337 mDirty = true; 2338} 2339 2340/** 2341 * Important note: this method is intended to draw batches of 9-patch objects and 2342 * will not set the scissor enable or dirty the current layer, if any. 2343 * The caller is responsible for properly dirtying the current layer. 2344 */ 2345void OpenGLRenderer::drawPatches(const SkBitmap* bitmap, AssetAtlas::Entry* entry, 2346 TextureVertex* vertices, uint32_t indexCount, const SkPaint* paint) { 2347 mCaches.textureState().activateTexture(0); 2348 Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); 2349 if (!texture) return; 2350 const AutoTexture autoCleanup(texture); 2351 2352 texture->setWrap(GL_CLAMP_TO_EDGE, true); 2353 texture->setFilter(GL_LINEAR, true); 2354 2355 drawIndexedTextureMesh(0.0f, 0.0f, 1.0f, 1.0f, texture->id, paint, 2356 texture->blend, &vertices[0].x, &vertices[0].u, 2357 GL_TRIANGLES, indexCount, false, true, 0, kModelViewMode_Translate, false); 2358 2359 mDirty = true; 2360} 2361 2362void OpenGLRenderer::drawVertexBuffer(float translateX, float translateY, 2363 const VertexBuffer& vertexBuffer, const SkPaint* paint, int displayFlags) { 2364 // not missing call to quickReject/dirtyLayer, always done at a higher level 2365 if (!vertexBuffer.getVertexCount()) { 2366 // no vertices to draw 2367 return; 2368 } 2369 2370 if (USE_GLOPS) { 2371 Glop glop; 2372 GlopBuilder aBuilder(mRenderState, mCaches, &glop); 2373 bool fudgeOffset = displayFlags & kVertexBuffer_Offset; 2374 bool shadowInterp = displayFlags & kVertexBuffer_ShadowInterp; 2375 aBuilder.setMeshVertexBuffer(vertexBuffer, shadowInterp) 2376 .setFillPaint(*paint, currentSnapshot()->alpha) 2377 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), fudgeOffset) 2378 .setModelViewOffsetRect(translateX, translateY, vertexBuffer.getBounds()) 2379 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2380 .build(); 2381 renderGlop(glop); 2382 return; 2383 } 2384 2385 const VertexBuffer::MeshFeatureFlags meshFeatureFlags = vertexBuffer.getMeshFeatureFlags(); 2386 Rect bounds(vertexBuffer.getBounds()); 2387 bounds.translate(translateX, translateY); 2388 dirtyLayer(bounds.left, bounds.top, bounds.right, bounds.bottom, *currentTransform()); 2389 2390 int color = paint->getColor(); 2391 bool isAA = meshFeatureFlags & VertexBuffer::kAlpha; 2392 2393 setupDraw(); 2394 setupDrawNoTexture(); 2395 if (isAA) setupDrawVertexAlpha((displayFlags & kVertexBuffer_ShadowInterp)); 2396 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 2397 setupDrawColorFilter(getColorFilter(paint)); 2398 setupDrawShader(getShader(paint)); 2399 setupDrawBlending(paint, isAA); 2400 setupDrawProgram(); 2401 setupDrawModelView(kModelViewMode_Translate, (displayFlags & kVertexBuffer_Offset), 2402 translateX, translateY, 0, 0); 2403 setupDrawColorUniforms(getShader(paint)); 2404 setupDrawColorFilterUniforms(getColorFilter(paint)); 2405 setupDrawShaderUniforms(getShader(paint)); 2406 2407 const void* vertices = vertexBuffer.getBuffer(); 2408 mRenderState.meshState().unbindMeshBuffer(); 2409 mRenderState.meshState().bindPositionVertexPointer(true, vertices, 2410 isAA ? kAlphaVertexStride : kVertexStride); 2411 mRenderState.meshState().resetTexCoordsVertexPointer(); 2412 2413 int alphaSlot = -1; 2414 if (isAA) { 2415 void* alphaCoords = ((GLbyte*) vertices) + kVertexAlphaOffset; 2416 alphaSlot = mCaches.program().getAttrib("vtxAlpha"); 2417 // TODO: avoid enable/disable in back to back uses of the alpha attribute 2418 glEnableVertexAttribArray(alphaSlot); 2419 glVertexAttribPointer(alphaSlot, 1, GL_FLOAT, GL_FALSE, kAlphaVertexStride, alphaCoords); 2420 } 2421 2422 if (meshFeatureFlags & VertexBuffer::kIndices) { 2423 mRenderState.meshState().unbindIndicesBuffer(); 2424 glDrawElements(GL_TRIANGLE_STRIP, vertexBuffer.getIndexCount(), 2425 GL_UNSIGNED_SHORT, vertexBuffer.getIndices()); 2426 } else { 2427 mRenderState.meshState().unbindIndicesBuffer(); 2428 glDrawArrays(GL_TRIANGLE_STRIP, 0, vertexBuffer.getVertexCount()); 2429 } 2430 2431 if (isAA) { 2432 glDisableVertexAttribArray(alphaSlot); 2433 } 2434 2435 mDirty = true; 2436} 2437 2438/** 2439 * Renders a convex path via tessellation. For AA paths, this function uses a similar approach to 2440 * that of AA lines in the drawLines() function. We expand the convex path by a half pixel in 2441 * screen space in all directions. However, instead of using a fragment shader to compute the 2442 * translucency of the color from its position, we simply use a varying parameter to define how far 2443 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used. 2444 * 2445 * Doesn't yet support joins, caps, or path effects. 2446 */ 2447void OpenGLRenderer::drawConvexPath(const SkPath& path, const SkPaint* paint) { 2448 VertexBuffer vertexBuffer; 2449 // TODO: try clipping large paths to viewport 2450 PathTessellator::tessellatePath(path, paint, *currentTransform(), vertexBuffer); 2451 drawVertexBuffer(vertexBuffer, paint); 2452} 2453 2454/** 2455 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha 2456 * and additional geometry for defining an alpha slope perimeter. 2457 * 2458 * Using GL_LINES can be difficult because the rasterization rules for those lines produces some 2459 * unexpected results, and may vary between hardware devices. Previously we used a varying-base 2460 * in-shader alpha region, but found it to be taxing on some GPUs. 2461 * 2462 * TODO: try using a fixed input buffer for non-capped lines as in text rendering. this may reduce 2463 * memory transfer by removing need for degenerate vertices. 2464 */ 2465void OpenGLRenderer::drawLines(const float* points, int count, const SkPaint* paint) { 2466 if (mState.currentlyIgnored() || count < 4) return; 2467 2468 count &= ~0x3; // round down to nearest four 2469 2470 VertexBuffer buffer; 2471 PathTessellator::tessellateLines(points, count, paint, *currentTransform(), buffer); 2472 const Rect& bounds = buffer.getBounds(); 2473 2474 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2475 return; 2476 } 2477 2478 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2479 drawVertexBuffer(buffer, paint, displayFlags); 2480} 2481 2482void OpenGLRenderer::drawPoints(const float* points, int count, const SkPaint* paint) { 2483 if (mState.currentlyIgnored() || count < 2) return; 2484 2485 count &= ~0x1; // round down to nearest two 2486 2487 VertexBuffer buffer; 2488 PathTessellator::tessellatePoints(points, count, paint, *currentTransform(), buffer); 2489 2490 const Rect& bounds = buffer.getBounds(); 2491 if (quickRejectSetupScissor(bounds.left, bounds.top, bounds.right, bounds.bottom)) { 2492 return; 2493 } 2494 2495 int displayFlags = paint->isAntiAlias() ? 0 : kVertexBuffer_Offset; 2496 drawVertexBuffer(buffer, paint, displayFlags); 2497 2498 mDirty = true; 2499} 2500 2501void OpenGLRenderer::drawColor(int color, SkXfermode::Mode mode) { 2502 // No need to check against the clip, we fill the clip region 2503 if (mState.currentlyIgnored()) return; 2504 2505 Rect clip(mState.currentClipRect()); 2506 clip.snapToPixelBoundaries(); 2507 2508 SkPaint paint; 2509 paint.setColor(color); 2510 paint.setXfermodeMode(mode); 2511 2512 drawColorRect(clip.left, clip.top, clip.right, clip.bottom, &paint, true); 2513 2514 mDirty = true; 2515} 2516 2517void OpenGLRenderer::drawShape(float left, float top, PathTexture* texture, 2518 const SkPaint* paint) { 2519 if (!texture) return; 2520 const AutoTexture autoCleanup(texture); 2521 2522 const float x = left + texture->left - texture->offset; 2523 const float y = top + texture->top - texture->offset; 2524 2525 drawPathTexture(texture, x, y, paint); 2526 2527 mDirty = true; 2528} 2529 2530void OpenGLRenderer::drawRoundRect(float left, float top, float right, float bottom, 2531 float rx, float ry, 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 PathTexture* texture = mCaches.pathCache.getRoundRect( 2541 right - left, bottom - top, rx, ry, p); 2542 drawShape(left, top, texture, p); 2543 } else { 2544 const VertexBuffer* vertexBuffer = mCaches.tessellationCache.getRoundRect( 2545 *currentTransform(), *p, right - left, bottom - top, rx, ry); 2546 drawVertexBuffer(left, top, *vertexBuffer, p); 2547 } 2548} 2549 2550void OpenGLRenderer::drawCircle(float x, float y, float radius, const SkPaint* p) { 2551 if (mState.currentlyIgnored() 2552 || quickRejectSetupScissor(x - radius, y - radius, x + radius, y + radius, p) 2553 || PaintUtils::paintWillNotDraw(*p)) { 2554 return; 2555 } 2556 if (p->getPathEffect() != nullptr) { 2557 mCaches.textureState().activateTexture(0); 2558 PathTexture* texture = mCaches.pathCache.getCircle(radius, p); 2559 drawShape(x - radius, y - radius, texture, p); 2560 } else { 2561 SkPath path; 2562 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2563 path.addCircle(x, y, radius + p->getStrokeWidth() / 2); 2564 } else { 2565 path.addCircle(x, y, radius); 2566 } 2567 drawConvexPath(path, p); 2568 } 2569} 2570 2571void OpenGLRenderer::drawOval(float left, float top, float right, float bottom, 2572 const SkPaint* p) { 2573 if (mState.currentlyIgnored() 2574 || quickRejectSetupScissor(left, top, right, bottom, p) 2575 || PaintUtils::paintWillNotDraw(*p)) { 2576 return; 2577 } 2578 2579 if (p->getPathEffect() != nullptr) { 2580 mCaches.textureState().activateTexture(0); 2581 PathTexture* texture = mCaches.pathCache.getOval(right - left, bottom - top, p); 2582 drawShape(left, top, texture, p); 2583 } else { 2584 SkPath path; 2585 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2586 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2587 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2588 } 2589 path.addOval(rect); 2590 drawConvexPath(path, p); 2591 } 2592} 2593 2594void OpenGLRenderer::drawArc(float left, float top, float right, float bottom, 2595 float startAngle, float sweepAngle, bool useCenter, const SkPaint* p) { 2596 if (mState.currentlyIgnored() 2597 || quickRejectSetupScissor(left, top, right, bottom, p) 2598 || PaintUtils::paintWillNotDraw(*p)) { 2599 return; 2600 } 2601 2602 // TODO: support fills (accounting for concavity if useCenter && sweepAngle > 180) 2603 if (p->getStyle() != SkPaint::kStroke_Style || p->getPathEffect() != nullptr || useCenter) { 2604 mCaches.textureState().activateTexture(0); 2605 PathTexture* texture = mCaches.pathCache.getArc(right - left, bottom - top, 2606 startAngle, sweepAngle, useCenter, p); 2607 drawShape(left, top, texture, p); 2608 return; 2609 } 2610 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2611 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2612 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2613 } 2614 2615 SkPath path; 2616 if (useCenter) { 2617 path.moveTo(rect.centerX(), rect.centerY()); 2618 } 2619 path.arcTo(rect, startAngle, sweepAngle, !useCenter); 2620 if (useCenter) { 2621 path.close(); 2622 } 2623 drawConvexPath(path, p); 2624} 2625 2626// See SkPaintDefaults.h 2627#define SkPaintDefaults_MiterLimit SkIntToScalar(4) 2628 2629void OpenGLRenderer::drawRect(float left, float top, float right, float bottom, 2630 const SkPaint* p) { 2631 if (mState.currentlyIgnored() 2632 || quickRejectSetupScissor(left, top, right, bottom, p) 2633 || PaintUtils::paintWillNotDraw(*p)) { 2634 return; 2635 } 2636 2637 if (p->getStyle() != SkPaint::kFill_Style) { 2638 // only fill style is supported by drawConvexPath, since others have to handle joins 2639 if (p->getPathEffect() != nullptr || p->getStrokeJoin() != SkPaint::kMiter_Join || 2640 p->getStrokeMiter() != SkPaintDefaults_MiterLimit) { 2641 mCaches.textureState().activateTexture(0); 2642 PathTexture* texture = 2643 mCaches.pathCache.getRect(right - left, bottom - top, p); 2644 drawShape(left, top, texture, p); 2645 } else { 2646 SkPath path; 2647 SkRect rect = SkRect::MakeLTRB(left, top, right, bottom); 2648 if (p->getStyle() == SkPaint::kStrokeAndFill_Style) { 2649 rect.outset(p->getStrokeWidth() / 2, p->getStrokeWidth() / 2); 2650 } 2651 path.addRect(rect); 2652 drawConvexPath(path, p); 2653 } 2654 } else { 2655 if (p->isAntiAlias() && !currentTransform()->isSimple()) { 2656 SkPath path; 2657 path.addRect(left, top, right, bottom); 2658 drawConvexPath(path, p); 2659 } else { 2660 drawColorRect(left, top, right, bottom, p); 2661 2662 mDirty = true; 2663 } 2664 } 2665} 2666 2667void OpenGLRenderer::drawTextShadow(const SkPaint* paint, const char* text, 2668 int bytesCount, int count, const float* positions, 2669 FontRenderer& fontRenderer, int alpha, float x, float y) { 2670 mCaches.textureState().activateTexture(0); 2671 2672 TextShadow textShadow; 2673 if (!getTextShadow(paint, &textShadow)) { 2674 LOG_ALWAYS_FATAL("failed to query shadow attributes"); 2675 } 2676 2677 // NOTE: The drop shadow will not perform gamma correction 2678 // if shader-based correction is enabled 2679 mCaches.dropShadowCache.setFontRenderer(fontRenderer); 2680 ShadowTexture* texture = mCaches.dropShadowCache.get( 2681 paint, text, bytesCount, count, textShadow.radius, positions); 2682 // If the drop shadow exceeds the max texture size or couldn't be 2683 // allocated, skip drawing 2684 if (!texture) return; 2685 const AutoTexture autoCleanup(texture); 2686 2687 const float sx = x - texture->left + textShadow.dx; 2688 const float sy = y - texture->top + textShadow.dy; 2689 2690 if (USE_GLOPS) { 2691 Glop glop; 2692 GlopBuilder aBuilder(mRenderState, mCaches, &glop); 2693 aBuilder.setMeshTexturedUnitQuad(nullptr) 2694 .setFillShadowTexturePaint(*texture, textShadow.color, *paint, currentSnapshot()->alpha) 2695 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 2696 .setModelViewMapUnitToRect(Rect(sx, sy, sx + texture->width, sy + texture->height)) 2697 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 2698 .build(); 2699 renderGlop(glop); 2700 return; 2701 } 2702 2703 const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * currentSnapshot()->alpha; 2704 if (getShader(paint)) { 2705 textShadow.color = SK_ColorWHITE; 2706 } 2707 2708 setupDraw(); 2709 setupDrawWithTexture(true); 2710 setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha); 2711 setupDrawColorFilter(getColorFilter(paint)); 2712 setupDrawShader(getShader(paint)); 2713 setupDrawBlending(paint, true); 2714 setupDrawProgram(); 2715 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 2716 sx, sy, sx + texture->width, sy + texture->height); 2717 setupDrawTexture(texture->id); 2718 setupDrawPureColorUniforms(); 2719 setupDrawColorFilterUniforms(getColorFilter(paint)); 2720 setupDrawShaderUniforms(getShader(paint)); 2721 setupDrawMesh(nullptr, (GLvoid*) kMeshTextureOffset); 2722 2723 glDrawArrays(GL_TRIANGLE_STRIP, 0, kUnitQuadCount); 2724} 2725 2726bool OpenGLRenderer::canSkipText(const SkPaint* paint) const { 2727 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * currentSnapshot()->alpha; 2728 return MathUtils::isZero(alpha) 2729 && PaintUtils::getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode; 2730} 2731 2732void OpenGLRenderer::drawPosText(const char* text, int bytesCount, int count, 2733 const float* positions, const SkPaint* paint) { 2734 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 2735 return; 2736 } 2737 2738 // NOTE: Skia does not support perspective transform on drawPosText yet 2739 if (!currentTransform()->isSimple()) { 2740 return; 2741 } 2742 2743 mRenderState.scissor().setEnabled(true); 2744 2745 float x = 0.0f; 2746 float y = 0.0f; 2747 const bool pureTranslate = currentTransform()->isPureTranslate(); 2748 if (pureTranslate) { 2749 x = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 2750 y = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 2751 } 2752 2753 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2754 fontRenderer.setFont(paint, SkMatrix::I()); 2755 2756 int alpha; 2757 SkXfermode::Mode mode; 2758 getAlphaAndMode(paint, &alpha, &mode); 2759 2760 if (CC_UNLIKELY(hasTextShadow(paint))) { 2761 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2762 alpha, 0.0f, 0.0f); 2763 } 2764 2765 // Pick the appropriate texture filtering 2766 bool linearFilter = currentTransform()->changesBounds(); 2767 if (pureTranslate && !linearFilter) { 2768 linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f; 2769 } 2770 fontRenderer.setTextureFiltering(linearFilter); 2771 2772 const Rect& clip(pureTranslate ? writableSnapshot()->getClipRect() : writableSnapshot()->getLocalClip()); 2773 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2774 2775 const bool hasActiveLayer = hasLayer(); 2776 2777 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2778 if (fontRenderer.renderPosText(paint, &clip, text, 0, bytesCount, count, x, y, 2779 positions, hasActiveLayer ? &bounds : nullptr, &functor)) { 2780 if (hasActiveLayer) { 2781 if (!pureTranslate) { 2782 currentTransform()->mapRect(bounds); 2783 } 2784 dirtyLayerUnchecked(bounds, getRegion()); 2785 } 2786 } 2787 2788 mDirty = true; 2789} 2790 2791bool OpenGLRenderer::findBestFontTransform(const mat4& transform, SkMatrix* outMatrix) const { 2792 if (CC_LIKELY(transform.isPureTranslate())) { 2793 outMatrix->setIdentity(); 2794 return false; 2795 } else if (CC_UNLIKELY(transform.isPerspective())) { 2796 outMatrix->setIdentity(); 2797 return true; 2798 } 2799 2800 /** 2801 * Input is a non-perspective, scaling transform. Generate a scale-only transform, 2802 * with values rounded to the nearest int. 2803 */ 2804 float sx, sy; 2805 transform.decomposeScale(sx, sy); 2806 outMatrix->setScale( 2807 roundf(fmaxf(1.0f, sx)), 2808 roundf(fmaxf(1.0f, sy))); 2809 return true; 2810} 2811 2812int OpenGLRenderer::getSaveCount() const { 2813 return mState.getSaveCount(); 2814} 2815 2816int OpenGLRenderer::save(int flags) { 2817 return mState.save(flags); 2818} 2819 2820void OpenGLRenderer::restore() { 2821 return mState.restore(); 2822} 2823 2824void OpenGLRenderer::restoreToCount(int saveCount) { 2825 return mState.restoreToCount(saveCount); 2826} 2827 2828void OpenGLRenderer::translate(float dx, float dy, float dz) { 2829 return mState.translate(dx, dy, dz); 2830} 2831 2832void OpenGLRenderer::rotate(float degrees) { 2833 return mState.rotate(degrees); 2834} 2835 2836void OpenGLRenderer::scale(float sx, float sy) { 2837 return mState.scale(sx, sy); 2838} 2839 2840void OpenGLRenderer::skew(float sx, float sy) { 2841 return mState.skew(sx, sy); 2842} 2843 2844void OpenGLRenderer::setMatrix(const Matrix4& matrix) { 2845 mState.setMatrix(matrix); 2846} 2847 2848void OpenGLRenderer::concatMatrix(const Matrix4& matrix) { 2849 mState.concatMatrix(matrix); 2850} 2851 2852bool OpenGLRenderer::clipRect(float left, float top, float right, float bottom, SkRegion::Op op) { 2853 return mState.clipRect(left, top, right, bottom, op); 2854} 2855 2856bool OpenGLRenderer::clipPath(const SkPath* path, SkRegion::Op op) { 2857 return mState.clipPath(path, op); 2858} 2859 2860bool OpenGLRenderer::clipRegion(const SkRegion* region, SkRegion::Op op) { 2861 return mState.clipRegion(region, op); 2862} 2863 2864void OpenGLRenderer::setClippingOutline(LinearAllocator& allocator, const Outline* outline) { 2865 mState.setClippingOutline(allocator, outline); 2866} 2867 2868void OpenGLRenderer::setClippingRoundRect(LinearAllocator& allocator, 2869 const Rect& rect, float radius, bool highPriority) { 2870 mState.setClippingRoundRect(allocator, rect, radius, highPriority); 2871} 2872 2873void OpenGLRenderer::drawText(const char* text, int bytesCount, int count, float x, float y, 2874 const float* positions, const SkPaint* paint, float totalAdvance, const Rect& bounds, 2875 DrawOpMode drawOpMode) { 2876 2877 if (drawOpMode == DrawOpMode::kImmediate) { 2878 // The checks for corner-case ignorable text and quick rejection is only done for immediate 2879 // drawing as ops from DeferredDisplayList are already filtered for these 2880 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint) || 2881 quickRejectSetupScissor(bounds)) { 2882 return; 2883 } 2884 } 2885 2886 const float oldX = x; 2887 const float oldY = y; 2888 2889 const mat4& transform = *currentTransform(); 2890 const bool pureTranslate = transform.isPureTranslate(); 2891 2892 if (CC_LIKELY(pureTranslate)) { 2893 x = (int) floorf(x + transform.getTranslateX() + 0.5f); 2894 y = (int) floorf(y + transform.getTranslateY() + 0.5f); 2895 } 2896 2897 int alpha; 2898 SkXfermode::Mode mode; 2899 getAlphaAndMode(paint, &alpha, &mode); 2900 2901 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2902 2903 if (CC_UNLIKELY(hasTextShadow(paint))) { 2904 fontRenderer.setFont(paint, SkMatrix::I()); 2905 drawTextShadow(paint, text, bytesCount, count, positions, fontRenderer, 2906 alpha, oldX, oldY); 2907 } 2908 2909 const bool hasActiveLayer = hasLayer(); 2910 2911 // We only pass a partial transform to the font renderer. That partial 2912 // matrix defines how glyphs are rasterized. Typically we want glyphs 2913 // to be rasterized at their final size on screen, which means the partial 2914 // matrix needs to take the scale factor into account. 2915 // When a partial matrix is used to transform glyphs during rasterization, 2916 // the mesh is generated with the inverse transform (in the case of scale, 2917 // the mesh is generated at 1.0 / scale for instance.) This allows us to 2918 // apply the full transform matrix at draw time in the vertex shader. 2919 // Applying the full matrix in the shader is the easiest way to handle 2920 // rotation and perspective and allows us to always generated quads in the 2921 // font renderer which greatly simplifies the code, clipping in particular. 2922 SkMatrix fontTransform; 2923 bool linearFilter = findBestFontTransform(transform, &fontTransform) 2924 || fabs(y - (int) y) > 0.0f 2925 || fabs(x - (int) x) > 0.0f; 2926 fontRenderer.setFont(paint, fontTransform); 2927 fontRenderer.setTextureFiltering(linearFilter); 2928 2929 // TODO: Implement better clipping for scaled/rotated text 2930 const Rect* clip = !pureTranslate ? nullptr : &mState.currentClipRect(); 2931 Rect layerBounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2932 2933 bool status; 2934 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint); 2935 2936 // don't call issuedrawcommand, do it at end of batch 2937 bool forceFinish = (drawOpMode != DrawOpMode::kDefer); 2938 if (CC_UNLIKELY(paint->getTextAlign() != SkPaint::kLeft_Align)) { 2939 SkPaint paintCopy(*paint); 2940 paintCopy.setTextAlign(SkPaint::kLeft_Align); 2941 status = fontRenderer.renderPosText(&paintCopy, clip, text, 0, bytesCount, count, x, y, 2942 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 2943 } else { 2944 status = fontRenderer.renderPosText(paint, clip, text, 0, bytesCount, count, x, y, 2945 positions, hasActiveLayer ? &layerBounds : nullptr, &functor, forceFinish); 2946 } 2947 2948 if ((status || drawOpMode != DrawOpMode::kImmediate) && hasActiveLayer) { 2949 if (!pureTranslate) { 2950 transform.mapRect(layerBounds); 2951 } 2952 dirtyLayerUnchecked(layerBounds, getRegion()); 2953 } 2954 2955 drawTextDecorations(totalAdvance, oldX, oldY, paint); 2956 2957 mDirty = true; 2958} 2959 2960void OpenGLRenderer::drawTextOnPath(const char* text, int bytesCount, int count, 2961 const SkPath* path, float hOffset, float vOffset, const SkPaint* paint) { 2962 if (text == nullptr || count == 0 || mState.currentlyIgnored() || canSkipText(paint)) { 2963 return; 2964 } 2965 2966 // TODO: avoid scissor by calculating maximum bounds using path bounds + font metrics 2967 mRenderState.scissor().setEnabled(true); 2968 2969 FontRenderer& fontRenderer = mCaches.fontRenderer->getFontRenderer(paint); 2970 fontRenderer.setFont(paint, SkMatrix::I()); 2971 fontRenderer.setTextureFiltering(true); 2972 2973 int alpha; 2974 SkXfermode::Mode mode; 2975 getAlphaAndMode(paint, &alpha, &mode); 2976 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint); 2977 2978 const Rect* clip = &writableSnapshot()->getLocalClip(); 2979 Rect bounds(FLT_MAX / 2.0f, FLT_MAX / 2.0f, FLT_MIN / 2.0f, FLT_MIN / 2.0f); 2980 2981 const bool hasActiveLayer = hasLayer(); 2982 2983 if (fontRenderer.renderTextOnPath(paint, clip, text, 0, bytesCount, count, path, 2984 hOffset, vOffset, hasActiveLayer ? &bounds : nullptr, &functor)) { 2985 if (hasActiveLayer) { 2986 currentTransform()->mapRect(bounds); 2987 dirtyLayerUnchecked(bounds, getRegion()); 2988 } 2989 } 2990 2991 mDirty = true; 2992} 2993 2994void OpenGLRenderer::drawPath(const SkPath* path, const SkPaint* paint) { 2995 if (mState.currentlyIgnored()) return; 2996 2997 mCaches.textureState().activateTexture(0); 2998 2999 PathTexture* texture = mCaches.pathCache.get(path, paint); 3000 if (!texture) return; 3001 const AutoTexture autoCleanup(texture); 3002 3003 const float x = texture->left - texture->offset; 3004 const float y = texture->top - texture->offset; 3005 3006 drawPathTexture(texture, x, y, paint); 3007 mDirty = true; 3008} 3009 3010void OpenGLRenderer::drawLayer(Layer* layer, float x, float y) { 3011 if (!layer) { 3012 return; 3013 } 3014 3015 mat4* transform = nullptr; 3016 if (layer->isTextureLayer()) { 3017 transform = &layer->getTransform(); 3018 if (!transform->isIdentity()) { 3019 save(SkCanvas::kMatrix_SaveFlag); 3020 concatMatrix(*transform); 3021 } 3022 } 3023 3024 bool clipRequired = false; 3025 const bool rejected = mState.calculateQuickRejectForScissor( 3026 x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), 3027 &clipRequired, nullptr, false); 3028 3029 if (rejected) { 3030 if (transform && !transform->isIdentity()) { 3031 restore(); 3032 } 3033 return; 3034 } 3035 3036 EVENT_LOGD("drawLayer," RECT_STRING ", clipRequired %d", x, y, 3037 x + layer->layer.getWidth(), y + layer->layer.getHeight(), clipRequired); 3038 3039 updateLayer(layer, true); 3040 3041 mRenderState.scissor().setEnabled(mScissorOptimizationDisabled || clipRequired); 3042 mCaches.textureState().activateTexture(0); 3043 3044 if (CC_LIKELY(!layer->region.isEmpty())) { 3045 if (layer->region.isRect()) { 3046 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3047 composeLayerRect(layer, layer->regionRect)); 3048 } else if (layer->mesh) { 3049 if (USE_GLOPS) { 3050 Glop glop; 3051 GlopBuilder aBuilder(mRenderState, mCaches, &glop); 3052 aBuilder.setMeshTexturedIndexedQuads(layer->mesh, layer->meshElementCount) 3053 .setFillLayer(layer->getTexture(), layer->getColorFilter(), getLayerAlpha(layer), layer->getMode()) 3054 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 3055 .setModelViewOffsetRectSnap(x, y, Rect(0, 0, layer->layer.getWidth(), layer->layer.getHeight())) 3056 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 3057 .build(); 3058 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, renderGlop(glop)); 3059 } else { 3060 const float a = getLayerAlpha(layer); 3061 setupDraw(); 3062 setupDrawWithTexture(); 3063 setupDrawColor(a, a, a, a); 3064 setupDrawColorFilter(layer->getColorFilter()); 3065 setupDrawBlending(layer); 3066 setupDrawProgram(); 3067 setupDrawPureColorUniforms(); 3068 setupDrawColorFilterUniforms(layer->getColorFilter()); 3069 setupDrawTexture(layer->getTextureId()); 3070 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3071 int tx = (int) floorf(x + currentTransform()->getTranslateX() + 0.5f); 3072 int ty = (int) floorf(y + currentTransform()->getTranslateY() + 0.5f); 3073 3074 layer->setFilter(GL_NEAREST); 3075 setupDrawModelView(kModelViewMode_Translate, false, tx, ty, 3076 tx + layer->layer.getWidth(), ty + layer->layer.getHeight(), true); 3077 } else { 3078 layer->setFilter(GL_LINEAR); 3079 setupDrawModelView(kModelViewMode_Translate, false, x, y, 3080 x + layer->layer.getWidth(), y + layer->layer.getHeight()); 3081 } 3082 3083 3084 TextureVertex* mesh = &layer->mesh[0]; 3085 GLsizei elementsCount = layer->meshElementCount; 3086 3087 3088 while (elementsCount > 0) { 3089 GLsizei drawCount = MathUtils::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6); 3090 3091 setupDrawMeshIndices(&mesh[0].x, &mesh[0].u); 3092 DRAW_DOUBLE_STENCIL_IF(!layer->hasDrawnSinceUpdate, 3093 glDrawElements(GL_TRIANGLES, drawCount, GL_UNSIGNED_SHORT, nullptr)); 3094 3095 elementsCount -= drawCount; 3096 // Though there are 4 vertices in a quad, we use 6 indices per 3097 // quad to draw with GL_TRIANGLES 3098 mesh += (drawCount / 6) * 4; 3099 } 3100 } 3101#if DEBUG_LAYERS_AS_REGIONS 3102 drawRegionRectsDebug(layer->region); 3103#endif 3104 } 3105 3106 if (layer->debugDrawUpdate) { 3107 layer->debugDrawUpdate = false; 3108 3109 SkPaint paint; 3110 paint.setColor(0x7f00ff00); 3111 drawColorRect(x, y, x + layer->layer.getWidth(), y + layer->layer.getHeight(), &paint); 3112 } 3113 } 3114 layer->hasDrawnSinceUpdate = true; 3115 3116 if (transform && !transform->isIdentity()) { 3117 restore(); 3118 } 3119 3120 mDirty = true; 3121} 3122 3123/////////////////////////////////////////////////////////////////////////////// 3124// Draw filters 3125/////////////////////////////////////////////////////////////////////////////// 3126void OpenGLRenderer::setDrawFilter(SkDrawFilter* filter) { 3127 // We should never get here since we apply the draw filter when stashing 3128 // the paints in the DisplayList. 3129 LOG_ALWAYS_FATAL("OpenGLRenderer does not directly support DrawFilters"); 3130} 3131 3132/////////////////////////////////////////////////////////////////////////////// 3133// Drawing implementation 3134/////////////////////////////////////////////////////////////////////////////// 3135 3136Texture* OpenGLRenderer::getTexture(const SkBitmap* bitmap) { 3137 Texture* texture = mRenderState.assetAtlas().getEntryTexture(bitmap); 3138 if (!texture) { 3139 return mCaches.textureCache.get(bitmap); 3140 } 3141 return texture; 3142} 3143 3144void OpenGLRenderer::drawPathTexture(PathTexture* texture, float x, float y, 3145 const SkPaint* paint) { 3146 if (quickRejectSetupScissor(x, y, x + texture->width, y + texture->height)) { 3147 return; 3148 } 3149 3150 if (USE_GLOPS) { 3151 Glop glop; 3152 GlopBuilder aBuilder(mRenderState, mCaches, &glop); 3153 aBuilder.setMeshTexturedUnitQuad(nullptr) 3154 .setFillPathTexturePaint(*texture, *paint, currentSnapshot()->alpha) 3155 .setTransform(currentSnapshot()->getOrthoMatrix(), *currentTransform(), false) 3156 .setModelViewMapUnitToRect(Rect(x, y, x + texture->width, y + texture->height)) 3157 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 3158 .build(); 3159 renderGlop(glop); 3160 return; 3161 } 3162 3163 3164 int alpha; 3165 SkXfermode::Mode mode; 3166 getAlphaAndMode(paint, &alpha, &mode); 3167 3168 setupDraw(); 3169 setupDrawWithTexture(true); 3170 setupDrawAlpha8Color(paint->getColor(), alpha); 3171 setupDrawColorFilter(getColorFilter(paint)); 3172 setupDrawShader(getShader(paint)); 3173 setupDrawBlending(paint, true); 3174 setupDrawProgram(); 3175 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3176 x, y, x + texture->width, y + texture->height); 3177 setupDrawTexture(texture->id); 3178 setupDrawPureColorUniforms(); 3179 setupDrawColorFilterUniforms(getColorFilter(paint)); 3180 setupDrawShaderUniforms(getShader(paint)); 3181 setupDrawMesh(nullptr, (GLvoid*) kMeshTextureOffset); 3182 3183 glDrawArrays(GL_TRIANGLE_STRIP, 0, kUnitQuadCount); 3184} 3185 3186// Same values used by Skia 3187#define kStdStrikeThru_Offset (-6.0f / 21.0f) 3188#define kStdUnderline_Offset (1.0f / 9.0f) 3189#define kStdUnderline_Thickness (1.0f / 18.0f) 3190 3191void OpenGLRenderer::drawTextDecorations(float underlineWidth, float x, float y, 3192 const SkPaint* paint) { 3193 // Handle underline and strike-through 3194 uint32_t flags = paint->getFlags(); 3195 if (flags & (SkPaint::kUnderlineText_Flag | SkPaint::kStrikeThruText_Flag)) { 3196 SkPaint paintCopy(*paint); 3197 3198 if (CC_LIKELY(underlineWidth > 0.0f)) { 3199 const float textSize = paintCopy.getTextSize(); 3200 const float strokeWidth = fmax(textSize * kStdUnderline_Thickness, 1.0f); 3201 3202 const float left = x; 3203 float top = 0.0f; 3204 3205 int linesCount = 0; 3206 if (flags & SkPaint::kUnderlineText_Flag) linesCount++; 3207 if (flags & SkPaint::kStrikeThruText_Flag) linesCount++; 3208 3209 const int pointsCount = 4 * linesCount; 3210 float points[pointsCount]; 3211 int currentPoint = 0; 3212 3213 if (flags & SkPaint::kUnderlineText_Flag) { 3214 top = y + textSize * kStdUnderline_Offset; 3215 points[currentPoint++] = left; 3216 points[currentPoint++] = top; 3217 points[currentPoint++] = left + underlineWidth; 3218 points[currentPoint++] = top; 3219 } 3220 3221 if (flags & SkPaint::kStrikeThruText_Flag) { 3222 top = y + textSize * kStdStrikeThru_Offset; 3223 points[currentPoint++] = left; 3224 points[currentPoint++] = top; 3225 points[currentPoint++] = left + underlineWidth; 3226 points[currentPoint++] = top; 3227 } 3228 3229 paintCopy.setStrokeWidth(strokeWidth); 3230 3231 drawLines(&points[0], pointsCount, &paintCopy); 3232 } 3233 } 3234} 3235 3236void OpenGLRenderer::drawRects(const float* rects, int count, const SkPaint* paint) { 3237 if (mState.currentlyIgnored()) { 3238 return; 3239 } 3240 3241 drawColorRects(rects, count, paint, false, true, true); 3242} 3243 3244void OpenGLRenderer::drawShadow(float casterAlpha, 3245 const VertexBuffer* ambientShadowVertexBuffer, const VertexBuffer* spotShadowVertexBuffer) { 3246 if (mState.currentlyIgnored()) return; 3247 3248 // TODO: use quickRejectWithScissor. For now, always force enable scissor. 3249 mRenderState.scissor().setEnabled(true); 3250 3251 SkPaint paint; 3252 paint.setAntiAlias(true); // want to use AlphaVertex 3253 3254 // The caller has made sure casterAlpha > 0. 3255 float ambientShadowAlpha = mAmbientShadowAlpha; 3256 if (CC_UNLIKELY(mCaches.propertyAmbientShadowStrength >= 0)) { 3257 ambientShadowAlpha = mCaches.propertyAmbientShadowStrength; 3258 } 3259 if (ambientShadowVertexBuffer && ambientShadowAlpha > 0) { 3260 paint.setARGB(casterAlpha * ambientShadowAlpha, 0, 0, 0); 3261 drawVertexBuffer(*ambientShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3262 } 3263 3264 float spotShadowAlpha = mSpotShadowAlpha; 3265 if (CC_UNLIKELY(mCaches.propertySpotShadowStrength >= 0)) { 3266 spotShadowAlpha = mCaches.propertySpotShadowStrength; 3267 } 3268 if (spotShadowVertexBuffer && spotShadowAlpha > 0) { 3269 paint.setARGB(casterAlpha * spotShadowAlpha, 0, 0, 0); 3270 drawVertexBuffer(*spotShadowVertexBuffer, &paint, kVertexBuffer_ShadowInterp); 3271 } 3272 3273 mDirty=true; 3274} 3275 3276void OpenGLRenderer::drawColorRects(const float* rects, int count, const SkPaint* paint, 3277 bool ignoreTransform, bool dirty, bool clip) { 3278 if (count == 0) { 3279 return; 3280 } 3281 3282 float left = FLT_MAX; 3283 float top = FLT_MAX; 3284 float right = FLT_MIN; 3285 float bottom = FLT_MIN; 3286 3287 Vertex mesh[count]; 3288 Vertex* vertex = mesh; 3289 3290 for (int index = 0; index < count; index += 4) { 3291 float l = rects[index + 0]; 3292 float t = rects[index + 1]; 3293 float r = rects[index + 2]; 3294 float b = rects[index + 3]; 3295 3296 Vertex::set(vertex++, l, t); 3297 Vertex::set(vertex++, r, t); 3298 Vertex::set(vertex++, l, b); 3299 Vertex::set(vertex++, r, b); 3300 3301 left = fminf(left, l); 3302 top = fminf(top, t); 3303 right = fmaxf(right, r); 3304 bottom = fmaxf(bottom, b); 3305 } 3306 3307 if (clip && quickRejectSetupScissor(left, top, right, bottom)) { 3308 return; 3309 } 3310 3311 if (USE_GLOPS) { 3312 const Matrix4& transform = ignoreTransform ? Matrix4::identity() : *currentTransform(); 3313 Glop glop; 3314 GlopBuilder aBuilder(mRenderState, mCaches, &glop); 3315 aBuilder.setMeshIndexedQuads(&mesh[0], count / 4) 3316 .setFillPaint(*paint, currentSnapshot()->alpha) 3317 .setTransform(currentSnapshot()->getOrthoMatrix(), transform, false) 3318 .setModelViewOffsetRect(0, 0, Rect(left, top, right, bottom)) 3319 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 3320 .build(); 3321 renderGlop(glop); 3322 return; 3323 } 3324 3325 int color = paint->getColor(); 3326 // If a shader is set, preserve only the alpha 3327 if (getShader(paint)) { 3328 color |= 0x00ffffff; 3329 } 3330 3331 setupDraw(); 3332 setupDrawNoTexture(); 3333 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3334 setupDrawShader(getShader(paint)); 3335 setupDrawColorFilter(getColorFilter(paint)); 3336 setupDrawBlending(paint); 3337 setupDrawProgram(); 3338 setupDrawDirtyRegionsDisabled(); 3339 setupDrawModelView(kModelViewMode_Translate, false, 3340 0.0f, 0.0f, 0.0f, 0.0f, ignoreTransform); 3341 setupDrawColorUniforms(getShader(paint)); 3342 setupDrawShaderUniforms(getShader(paint)); 3343 setupDrawColorFilterUniforms(getColorFilter(paint)); 3344 3345 if (dirty && hasLayer()) { 3346 dirtyLayer(left, top, right, bottom, *currentTransform()); 3347 } 3348 3349 issueIndexedQuadDraw(&mesh[0], count / 4); 3350 3351 mDirty = true; 3352} 3353 3354void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom, 3355 const SkPaint* paint, bool ignoreTransform) { 3356 3357 if (USE_GLOPS) { 3358 const Matrix4& transform = ignoreTransform ? Matrix4::identity() : *currentTransform(); 3359 Glop glop; 3360 GlopBuilder aBuilder(mRenderState, mCaches, &glop); 3361 aBuilder.setMeshUnitQuad() 3362 .setFillPaint(*paint, currentSnapshot()->alpha) 3363 .setTransform(currentSnapshot()->getOrthoMatrix(), transform, false) 3364 .setModelViewMapUnitToRect(Rect(left, top, right, bottom)) 3365 .setRoundRectClipState(currentSnapshot()->roundRectClipState) 3366 .build(); 3367 renderGlop(glop); 3368 return; 3369 } 3370 3371 int color = paint->getColor(); 3372 // If a shader is set, preserve only the alpha 3373 if (getShader(paint)) { 3374 color |= 0x00ffffff; 3375 } 3376 3377 setupDraw(); 3378 setupDrawNoTexture(); 3379 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha); 3380 setupDrawShader(getShader(paint)); 3381 setupDrawColorFilter(getColorFilter(paint)); 3382 setupDrawBlending(paint); 3383 setupDrawProgram(); 3384 setupDrawModelView(kModelViewMode_TranslateAndScale, false, 3385 left, top, right, bottom, ignoreTransform); 3386 setupDrawColorUniforms(getShader(paint)); 3387 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3388 setupDrawColorFilterUniforms(getColorFilter(paint)); 3389 setupDrawSimpleMesh(); 3390 3391 glDrawArrays(GL_TRIANGLE_STRIP, 0, kUnitQuadCount); 3392} 3393 3394void OpenGLRenderer::drawTextureRect(Texture* texture, const SkPaint* paint) { 3395 texture->setWrap(GL_CLAMP_TO_EDGE, true); 3396 3397 GLvoid* vertices = (GLvoid*) nullptr; 3398 GLvoid* texCoords = (GLvoid*) kMeshTextureOffset; 3399 3400 if (texture->uvMapper) { 3401 vertices = &mMeshVertices[0].x; 3402 texCoords = &mMeshVertices[0].u; 3403 3404 Rect uvs(0.0f, 0.0f, 1.0f, 1.0f); 3405 texture->uvMapper->map(uvs); 3406 3407 resetDrawTextureTexCoords(uvs.left, uvs.top, uvs.right, uvs.bottom); 3408 } 3409 3410 if (CC_LIKELY(currentTransform()->isPureTranslate())) { 3411 const float x = (int) floorf(currentTransform()->getTranslateX() + 0.5f); 3412 const float y = (int) floorf(currentTransform()->getTranslateY() + 0.5f); 3413 3414 texture->setFilter(GL_NEAREST, true); 3415 drawTextureMesh(x, y, x + texture->width, y + texture->height, texture->id, 3416 paint, texture->blend, vertices, texCoords, 3417 GL_TRIANGLE_STRIP, kUnitQuadCount, false, true); 3418 } else { 3419 texture->setFilter(PaintUtils::getFilter(paint), true); 3420 drawTextureMesh(0, 0, texture->width, texture->height, texture->id, paint, 3421 texture->blend, vertices, texCoords, GL_TRIANGLE_STRIP, kUnitQuadCount); 3422 } 3423 3424 if (texture->uvMapper) { 3425 resetDrawTextureTexCoords(0.0f, 0.0f, 1.0f, 1.0f); 3426 } 3427} 3428 3429void OpenGLRenderer::drawTextureMesh(float left, float top, float right, float bottom, 3430 GLuint texture, const SkPaint* paint, bool blend, 3431 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3432 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3433 ModelViewMode modelViewMode, bool dirty) { 3434 3435 int a; 3436 SkXfermode::Mode mode; 3437 getAlphaAndMode(paint, &a, &mode); 3438 const float alpha = a / 255.0f; 3439 3440 setupDraw(); 3441 setupDrawWithTexture(); 3442 setupDrawColor(alpha, alpha, alpha, alpha); 3443 setupDrawColorFilter(getColorFilter(paint)); 3444 setupDrawBlending(paint, blend, swapSrcDst); 3445 setupDrawProgram(); 3446 if (!dirty) setupDrawDirtyRegionsDisabled(); 3447 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3448 setupDrawTexture(texture); 3449 setupDrawPureColorUniforms(); 3450 setupDrawColorFilterUniforms(getColorFilter(paint)); 3451 setupDrawMesh(vertices, texCoords, vbo); 3452 3453 glDrawArrays(drawMode, 0, elementsCount); 3454} 3455 3456void OpenGLRenderer::drawIndexedTextureMesh(float left, float top, float right, float bottom, 3457 GLuint texture, const SkPaint* paint, bool blend, 3458 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3459 bool swapSrcDst, bool ignoreTransform, GLuint vbo, 3460 ModelViewMode modelViewMode, bool dirty) { 3461 3462 int a; 3463 SkXfermode::Mode mode; 3464 getAlphaAndMode(paint, &a, &mode); 3465 const float alpha = a / 255.0f; 3466 3467 setupDraw(); 3468 setupDrawWithTexture(); 3469 setupDrawColor(alpha, alpha, alpha, alpha); 3470 setupDrawColorFilter(getColorFilter(paint)); 3471 setupDrawBlending(paint, blend, swapSrcDst); 3472 setupDrawProgram(); 3473 if (!dirty) setupDrawDirtyRegionsDisabled(); 3474 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3475 setupDrawTexture(texture); 3476 setupDrawPureColorUniforms(); 3477 setupDrawColorFilterUniforms(getColorFilter(paint)); 3478 setupDrawMeshIndices(vertices, texCoords, vbo); 3479 3480 glDrawElements(drawMode, elementsCount, GL_UNSIGNED_SHORT, nullptr); 3481} 3482 3483void OpenGLRenderer::drawAlpha8TextureMesh(float left, float top, float right, float bottom, 3484 GLuint texture, const SkPaint* paint, 3485 GLvoid* vertices, GLvoid* texCoords, GLenum drawMode, GLsizei elementsCount, 3486 bool ignoreTransform, ModelViewMode modelViewMode, bool dirty) { 3487 3488 int color = paint != nullptr ? paint->getColor() : 0; 3489 int alpha; 3490 SkXfermode::Mode mode; 3491 getAlphaAndMode(paint, &alpha, &mode); 3492 3493 setupDraw(); 3494 setupDrawWithTexture(true); 3495 if (paint != nullptr) { 3496 setupDrawAlpha8Color(color, alpha); 3497 } 3498 setupDrawColorFilter(getColorFilter(paint)); 3499 setupDrawShader(getShader(paint)); 3500 setupDrawBlending(paint, true); 3501 setupDrawProgram(); 3502 if (!dirty) setupDrawDirtyRegionsDisabled(); 3503 setupDrawModelView(modelViewMode, false, left, top, right, bottom, ignoreTransform); 3504 setupDrawTexture(texture); 3505 setupDrawPureColorUniforms(); 3506 setupDrawColorFilterUniforms(getColorFilter(paint)); 3507 setupDrawShaderUniforms(getShader(paint), ignoreTransform); 3508 setupDrawMesh(vertices, texCoords); 3509 3510 glDrawArrays(drawMode, 0, elementsCount); 3511} 3512 3513void OpenGLRenderer::chooseBlending(bool blend, SkXfermode::Mode mode, 3514 ProgramDescription& description, bool swapSrcDst) { 3515 3516 if (currentSnapshot()->roundRectClipState != nullptr /*&& !mSkipOutlineClip*/) { 3517 blend = true; 3518 mDescription.hasRoundRectClip = true; 3519 } 3520 mSkipOutlineClip = true; 3521 3522 blend = blend || mode != SkXfermode::kSrcOver_Mode; 3523 3524 if (blend) { 3525 // These blend modes are not supported by OpenGL directly and have 3526 // to be implemented using shaders. Since the shader will perform 3527 // the blending, turn blending off here 3528 // If the blend mode cannot be implemented using shaders, fall 3529 // back to the default SrcOver blend mode instead 3530 if (CC_UNLIKELY(mode > SkXfermode::kScreen_Mode)) { 3531 if (CC_UNLIKELY(mCaches.extensions().hasFramebufferFetch())) { 3532 description.framebufferMode = mode; 3533 description.swapSrcDst = swapSrcDst; 3534 3535 mRenderState.blend().disable(); 3536 return; 3537 } else { 3538 mode = SkXfermode::kSrcOver_Mode; 3539 } 3540 } 3541 mRenderState.blend().enable(mode, swapSrcDst); 3542 } else { 3543 mRenderState.blend().disable(); 3544 } 3545} 3546 3547void OpenGLRenderer::resetDrawTextureTexCoords(float u1, float v1, float u2, float v2) { 3548 TextureVertex* v = &mMeshVertices[0]; 3549 TextureVertex::setUV(v++, u1, v1); 3550 TextureVertex::setUV(v++, u2, v1); 3551 TextureVertex::setUV(v++, u1, v2); 3552 TextureVertex::setUV(v++, u2, v2); 3553} 3554 3555void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, 3556 SkXfermode::Mode* mode) const { 3557 getAlphaAndModeDirect(paint, alpha, mode); 3558 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3559 // if drawing a layer, ignore the paint's alpha 3560 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255; 3561 } 3562 *alpha *= currentSnapshot()->alpha; 3563} 3564 3565float OpenGLRenderer::getLayerAlpha(const Layer* layer) const { 3566 float alpha; 3567 if (mDrawModifiers.mOverrideLayerAlpha < 1.0f) { 3568 alpha = mDrawModifiers.mOverrideLayerAlpha; 3569 } else { 3570 alpha = layer->getAlpha() / 255.0f; 3571 } 3572 return alpha * currentSnapshot()->alpha; 3573} 3574 3575}; // namespace uirenderer 3576}; // namespace android 3577